babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. 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;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. 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;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @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)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @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.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. 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[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @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.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /**
  13660. * Gets the node used to drive the bone's transformation
  13661. * @returns a transform node or null
  13662. */
  13663. getTransformNode(): Nullable<TransformNode>;
  13664. /** Gets or sets current position (in local space) */
  13665. position: Vector3;
  13666. /** Gets or sets current rotation (in local space) */
  13667. rotation: Vector3;
  13668. /** Gets or sets current rotation quaternion (in local space) */
  13669. rotationQuaternion: Quaternion;
  13670. /** Gets or sets current scaling (in local space) */
  13671. scaling: Vector3;
  13672. /**
  13673. * Gets the animation properties override
  13674. */
  13675. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13676. private _decompose;
  13677. private _compose;
  13678. /**
  13679. * Update the base and local matrices
  13680. * @param matrix defines the new base or local matrix
  13681. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13682. * @param updateLocalMatrix defines if the local matrix should be updated
  13683. */
  13684. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13685. /** @hidden */
  13686. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13687. /**
  13688. * Flag the bone as dirty (Forcing it to update everything)
  13689. */
  13690. markAsDirty(): void;
  13691. /** @hidden */
  13692. _markAsDirtyAndCompose(): void;
  13693. private _markAsDirtyAndDecompose;
  13694. /**
  13695. * Translate the bone in local or world space
  13696. * @param vec The amount to translate the bone
  13697. * @param space The space that the translation is in
  13698. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13699. */
  13700. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13701. /**
  13702. * Set the postion of the bone in local or world space
  13703. * @param position The position to set the bone
  13704. * @param space The space that the position is in
  13705. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13706. */
  13707. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13708. /**
  13709. * Set the absolute position of the bone (world space)
  13710. * @param position The position to set the bone
  13711. * @param mesh The mesh that this bone is attached to
  13712. */
  13713. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13714. /**
  13715. * Scale the bone on the x, y and z axes (in local space)
  13716. * @param x The amount to scale the bone on the x axis
  13717. * @param y The amount to scale the bone on the y axis
  13718. * @param z The amount to scale the bone on the z axis
  13719. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13720. */
  13721. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13722. /**
  13723. * Set the bone scaling in local space
  13724. * @param scale defines the scaling vector
  13725. */
  13726. setScale(scale: Vector3): void;
  13727. /**
  13728. * Gets the current scaling in local space
  13729. * @returns the current scaling vector
  13730. */
  13731. getScale(): Vector3;
  13732. /**
  13733. * Gets the current scaling in local space and stores it in a target vector
  13734. * @param result defines the target vector
  13735. */
  13736. getScaleToRef(result: Vector3): void;
  13737. /**
  13738. * Set the yaw, pitch, and roll of the bone in local or world space
  13739. * @param yaw The rotation of the bone on the y axis
  13740. * @param pitch The rotation of the bone on the x axis
  13741. * @param roll The rotation of the bone on the z axis
  13742. * @param space The space that the axes of rotation are in
  13743. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13744. */
  13745. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13746. /**
  13747. * Add a rotation to the bone on an axis in local or world space
  13748. * @param axis The axis to rotate the bone on
  13749. * @param amount The amount to rotate the bone
  13750. * @param space The space that the axis is in
  13751. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13752. */
  13753. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13754. /**
  13755. * Set the rotation of the bone to a particular axis angle in local or world space
  13756. * @param axis The axis to rotate the bone on
  13757. * @param angle The angle that the bone should be rotated to
  13758. * @param space The space that the axis is in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Set the euler rotation of the bone in local of world space
  13764. * @param rotation The euler rotation that the bone should be set to
  13765. * @param space The space that the rotation is in
  13766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13767. */
  13768. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13769. /**
  13770. * Set the quaternion rotation of the bone in local of world space
  13771. * @param quat The quaternion rotation that the bone should be set to
  13772. * @param space The space that the rotation is in
  13773. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13774. */
  13775. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13776. /**
  13777. * Set the rotation matrix of the bone in local of world space
  13778. * @param rotMat The rotation matrix that the bone should be set to
  13779. * @param space The space that the rotation is in
  13780. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13781. */
  13782. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13783. private _rotateWithMatrix;
  13784. private _getNegativeRotationToRef;
  13785. /**
  13786. * Get the position of the bone in local or world space
  13787. * @param space The space that the returned position is in
  13788. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13789. * @returns The position of the bone
  13790. */
  13791. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13792. /**
  13793. * Copy the position of the bone to a vector3 in local or world space
  13794. * @param space The space that the returned position is in
  13795. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13796. * @param result The vector3 to copy the position to
  13797. */
  13798. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13799. /**
  13800. * Get the absolute position of the bone (world space)
  13801. * @param mesh The mesh that this bone is attached to
  13802. * @returns The absolute position of the bone
  13803. */
  13804. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13805. /**
  13806. * Copy the absolute position of the bone (world space) to the result param
  13807. * @param mesh The mesh that this bone is attached to
  13808. * @param result The vector3 to copy the absolute position to
  13809. */
  13810. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13811. /**
  13812. * Compute the absolute transforms of this bone and its children
  13813. */
  13814. computeAbsoluteTransforms(): void;
  13815. /**
  13816. * Get the world direction from an axis that is in the local space of the bone
  13817. * @param localAxis The local direction that is used to compute the world direction
  13818. * @param mesh The mesh that this bone is attached to
  13819. * @returns The world direction
  13820. */
  13821. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13822. /**
  13823. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13824. * @param localAxis The local direction that is used to compute the world direction
  13825. * @param mesh The mesh that this bone is attached to
  13826. * @param result The vector3 that the world direction will be copied to
  13827. */
  13828. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13829. /**
  13830. * Get the euler rotation of the bone in local or world space
  13831. * @param space The space that the rotation should be in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. * @returns The euler rotation
  13834. */
  13835. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13836. /**
  13837. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13838. * @param space The space that the rotation should be in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. * @param result The vector3 that the rotation should be copied to
  13841. */
  13842. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13843. /**
  13844. * Get the quaternion rotation of the bone in either local or world space
  13845. * @param space The space that the rotation should be in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. * @returns The quaternion rotation
  13848. */
  13849. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13850. /**
  13851. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13852. * @param space The space that the rotation should be in
  13853. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13854. * @param result The quaternion that the rotation should be copied to
  13855. */
  13856. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13857. /**
  13858. * Get the rotation matrix of the bone in local or world space
  13859. * @param space The space that the rotation should be in
  13860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13861. * @returns The rotation matrix
  13862. */
  13863. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13864. /**
  13865. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13866. * @param space The space that the rotation should be in
  13867. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13868. * @param result The quaternion that the rotation should be copied to
  13869. */
  13870. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13871. /**
  13872. * Get the world position of a point that is in the local space of the bone
  13873. * @param position The local position
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @returns The world position
  13876. */
  13877. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13878. /**
  13879. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13880. * @param position The local position
  13881. * @param mesh The mesh that this bone is attached to
  13882. * @param result The vector3 that the world position should be copied to
  13883. */
  13884. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13885. /**
  13886. * Get the local position of a point that is in world space
  13887. * @param position The world position
  13888. * @param mesh The mesh that this bone is attached to
  13889. * @returns The local position
  13890. */
  13891. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13892. /**
  13893. * Get the local position of a point that is in world space and copy it to the result param
  13894. * @param position The world position
  13895. * @param mesh The mesh that this bone is attached to
  13896. * @param result The vector3 that the local position should be copied to
  13897. */
  13898. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13899. }
  13900. }
  13901. declare module "babylonjs/Meshes/transformNode" {
  13902. import { DeepImmutable } from "babylonjs/types";
  13903. import { Observable } from "babylonjs/Misc/observable";
  13904. import { Nullable } from "babylonjs/types";
  13905. import { Camera } from "babylonjs/Cameras/camera";
  13906. import { Scene } from "babylonjs/scene";
  13907. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13908. import { Node } from "babylonjs/node";
  13909. import { Bone } from "babylonjs/Bones/bone";
  13910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13911. import { Space } from "babylonjs/Maths/math.axis";
  13912. /**
  13913. * 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.
  13914. * @see https://doc.babylonjs.com/how_to/transformnode
  13915. */
  13916. export class TransformNode extends Node {
  13917. /**
  13918. * Object will not rotate to face the camera
  13919. */
  13920. static BILLBOARDMODE_NONE: number;
  13921. /**
  13922. * Object will rotate to face the camera but only on the x axis
  13923. */
  13924. static BILLBOARDMODE_X: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the y axis
  13927. */
  13928. static BILLBOARDMODE_Y: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the z axis
  13931. */
  13932. static BILLBOARDMODE_Z: number;
  13933. /**
  13934. * Object will rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_ALL: number;
  13937. private _forward;
  13938. private _forwardInverted;
  13939. private _up;
  13940. private _right;
  13941. private _rightInverted;
  13942. private _position;
  13943. private _rotation;
  13944. private _rotationQuaternion;
  13945. protected _scaling: Vector3;
  13946. protected _isDirty: boolean;
  13947. private _transformToBoneReferal;
  13948. private _isAbsoluteSynced;
  13949. private _billboardMode;
  13950. /**
  13951. * Gets or sets the billboard mode. Default is 0.
  13952. *
  13953. * | Value | Type | Description |
  13954. * | --- | --- | --- |
  13955. * | 0 | BILLBOARDMODE_NONE | |
  13956. * | 1 | BILLBOARDMODE_X | |
  13957. * | 2 | BILLBOARDMODE_Y | |
  13958. * | 4 | BILLBOARDMODE_Z | |
  13959. * | 7 | BILLBOARDMODE_ALL | |
  13960. *
  13961. */
  13962. billboardMode: number;
  13963. private _preserveParentRotationForBillboard;
  13964. /**
  13965. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13966. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13967. */
  13968. preserveParentRotationForBillboard: boolean;
  13969. /**
  13970. * 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
  13971. */
  13972. scalingDeterminant: number;
  13973. private _infiniteDistance;
  13974. /**
  13975. * Gets or sets the distance of the object to max, often used by skybox
  13976. */
  13977. infiniteDistance: boolean;
  13978. /**
  13979. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13980. * By default the system will update normals to compensate
  13981. */
  13982. ignoreNonUniformScaling: boolean;
  13983. /**
  13984. * 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
  13985. */
  13986. reIntegrateRotationIntoRotationQuaternion: boolean;
  13987. /** @hidden */
  13988. _poseMatrix: Nullable<Matrix>;
  13989. /** @hidden */
  13990. _localMatrix: Matrix;
  13991. private _usePivotMatrix;
  13992. private _absolutePosition;
  13993. private _absoluteScaling;
  13994. private _absoluteRotationQuaternion;
  13995. private _pivotMatrix;
  13996. private _pivotMatrixInverse;
  13997. protected _postMultiplyPivotMatrix: boolean;
  13998. protected _isWorldMatrixFrozen: boolean;
  13999. /** @hidden */
  14000. _indexInSceneTransformNodesArray: number;
  14001. /**
  14002. * An event triggered after the world matrix is updated
  14003. */
  14004. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14005. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14006. /**
  14007. * Gets a string identifying the name of the class
  14008. * @returns "TransformNode" string
  14009. */
  14010. getClassName(): string;
  14011. /**
  14012. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14013. */
  14014. position: Vector3;
  14015. /**
  14016. * 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)).
  14017. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14018. */
  14019. rotation: Vector3;
  14020. /**
  14021. * 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)).
  14022. */
  14023. scaling: Vector3;
  14024. /**
  14025. * 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).
  14026. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14027. */
  14028. rotationQuaternion: Nullable<Quaternion>;
  14029. /**
  14030. * The forward direction of that transform in world space.
  14031. */
  14032. readonly forward: Vector3;
  14033. /**
  14034. * The up direction of that transform in world space.
  14035. */
  14036. readonly up: Vector3;
  14037. /**
  14038. * The right direction of that transform in world space.
  14039. */
  14040. readonly right: Vector3;
  14041. /**
  14042. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14043. * @param matrix the matrix to copy the pose from
  14044. * @returns this TransformNode.
  14045. */
  14046. updatePoseMatrix(matrix: Matrix): TransformNode;
  14047. /**
  14048. * Returns the mesh Pose matrix.
  14049. * @returns the pose matrix
  14050. */
  14051. getPoseMatrix(): Matrix;
  14052. /** @hidden */
  14053. _isSynchronized(): boolean;
  14054. /** @hidden */
  14055. _initCache(): void;
  14056. /**
  14057. * Flag the transform node as dirty (Forcing it to update everything)
  14058. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14059. * @returns this transform node
  14060. */
  14061. markAsDirty(property: string): TransformNode;
  14062. /**
  14063. * Returns the current mesh absolute position.
  14064. * Returns a Vector3.
  14065. */
  14066. readonly absolutePosition: Vector3;
  14067. /**
  14068. * Returns the current mesh absolute scaling.
  14069. * Returns a Vector3.
  14070. */
  14071. readonly absoluteScaling: Vector3;
  14072. /**
  14073. * Returns the current mesh absolute rotation.
  14074. * Returns a Quaternion.
  14075. */
  14076. readonly absoluteRotationQuaternion: Quaternion;
  14077. /**
  14078. * Sets a new matrix to apply before all other transformation
  14079. * @param matrix defines the transform matrix
  14080. * @returns the current TransformNode
  14081. */
  14082. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14083. /**
  14084. * Sets a new pivot matrix to the current node
  14085. * @param matrix defines the new pivot matrix to use
  14086. * @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
  14087. * @returns the current TransformNode
  14088. */
  14089. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14090. /**
  14091. * Returns the mesh pivot matrix.
  14092. * Default : Identity.
  14093. * @returns the matrix
  14094. */
  14095. getPivotMatrix(): Matrix;
  14096. /**
  14097. * Prevents the World matrix to be computed any longer.
  14098. * @returns the TransformNode.
  14099. */
  14100. freezeWorldMatrix(): TransformNode;
  14101. /**
  14102. * Allows back the World matrix computation.
  14103. * @returns the TransformNode.
  14104. */
  14105. unfreezeWorldMatrix(): this;
  14106. /**
  14107. * True if the World matrix has been frozen.
  14108. */
  14109. readonly isWorldMatrixFrozen: boolean;
  14110. /**
  14111. * Retuns the mesh absolute position in the World.
  14112. * @returns a Vector3.
  14113. */
  14114. getAbsolutePosition(): Vector3;
  14115. /**
  14116. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14117. * @param absolutePosition the absolute position to set
  14118. * @returns the TransformNode.
  14119. */
  14120. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14121. /**
  14122. * Sets the mesh position in its local space.
  14123. * @param vector3 the position to set in localspace
  14124. * @returns the TransformNode.
  14125. */
  14126. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14127. /**
  14128. * Returns the mesh position in the local space from the current World matrix values.
  14129. * @returns a new Vector3.
  14130. */
  14131. getPositionExpressedInLocalSpace(): Vector3;
  14132. /**
  14133. * Translates the mesh along the passed Vector3 in its local space.
  14134. * @param vector3 the distance to translate in localspace
  14135. * @returns the TransformNode.
  14136. */
  14137. locallyTranslate(vector3: Vector3): TransformNode;
  14138. private static _lookAtVectorCache;
  14139. /**
  14140. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14141. * @param targetPoint the position (must be in same space as current mesh) to look at
  14142. * @param yawCor optional yaw (y-axis) correction in radians
  14143. * @param pitchCor optional pitch (x-axis) correction in radians
  14144. * @param rollCor optional roll (z-axis) correction in radians
  14145. * @param space the choosen space of the target
  14146. * @returns the TransformNode.
  14147. */
  14148. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14149. /**
  14150. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14151. * This Vector3 is expressed in the World space.
  14152. * @param localAxis axis to rotate
  14153. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14154. */
  14155. getDirection(localAxis: Vector3): Vector3;
  14156. /**
  14157. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14158. * localAxis is expressed in the mesh local space.
  14159. * result is computed in the Wordl space from the mesh World matrix.
  14160. * @param localAxis axis to rotate
  14161. * @param result the resulting transformnode
  14162. * @returns this TransformNode.
  14163. */
  14164. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14165. /**
  14166. * Sets this transform node rotation to the given local axis.
  14167. * @param localAxis the axis in local space
  14168. * @param yawCor optional yaw (y-axis) correction in radians
  14169. * @param pitchCor optional pitch (x-axis) correction in radians
  14170. * @param rollCor optional roll (z-axis) correction in radians
  14171. * @returns this TransformNode
  14172. */
  14173. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14174. /**
  14175. * Sets a new pivot point to the current node
  14176. * @param point defines the new pivot point to use
  14177. * @param space defines if the point is in world or local space (local by default)
  14178. * @returns the current TransformNode
  14179. */
  14180. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14181. /**
  14182. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14183. * @returns the pivot point
  14184. */
  14185. getPivotPoint(): Vector3;
  14186. /**
  14187. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14188. * @param result the vector3 to store the result
  14189. * @returns this TransformNode.
  14190. */
  14191. getPivotPointToRef(result: Vector3): TransformNode;
  14192. /**
  14193. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14194. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14195. */
  14196. getAbsolutePivotPoint(): Vector3;
  14197. /**
  14198. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14199. * @param result vector3 to store the result
  14200. * @returns this TransformNode.
  14201. */
  14202. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14203. /**
  14204. * Defines the passed node as the parent of the current node.
  14205. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14206. * @see https://doc.babylonjs.com/how_to/parenting
  14207. * @param node the node ot set as the parent
  14208. * @returns this TransformNode.
  14209. */
  14210. setParent(node: Nullable<Node>): TransformNode;
  14211. private _nonUniformScaling;
  14212. /**
  14213. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14214. */
  14215. readonly nonUniformScaling: boolean;
  14216. /** @hidden */
  14217. _updateNonUniformScalingState(value: boolean): boolean;
  14218. /**
  14219. * Attach the current TransformNode to another TransformNode associated with a bone
  14220. * @param bone Bone affecting the TransformNode
  14221. * @param affectedTransformNode TransformNode associated with the bone
  14222. * @returns this object
  14223. */
  14224. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14225. /**
  14226. * Detach the transform node if its associated with a bone
  14227. * @returns this object
  14228. */
  14229. detachFromBone(): TransformNode;
  14230. private static _rotationAxisCache;
  14231. /**
  14232. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14233. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14234. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14235. * The passed axis is also normalized.
  14236. * @param axis the axis to rotate around
  14237. * @param amount the amount to rotate in radians
  14238. * @param space Space to rotate in (Default: local)
  14239. * @returns the TransformNode.
  14240. */
  14241. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14242. /**
  14243. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14244. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14245. * The passed axis is also normalized. .
  14246. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14247. * @param point the point to rotate around
  14248. * @param axis the axis to rotate around
  14249. * @param amount the amount to rotate in radians
  14250. * @returns the TransformNode
  14251. */
  14252. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14253. /**
  14254. * Translates the mesh along the axis vector for the passed distance in the given space.
  14255. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14256. * @param axis the axis to translate in
  14257. * @param distance the distance to translate
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14262. /**
  14263. * Adds a rotation step to the mesh current rotation.
  14264. * x, y, z are Euler angles expressed in radians.
  14265. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14266. * This means this rotation is made in the mesh local space only.
  14267. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14268. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14269. * ```javascript
  14270. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14271. * ```
  14272. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14273. * 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.
  14274. * @param x Rotation to add
  14275. * @param y Rotation to add
  14276. * @param z Rotation to add
  14277. * @returns the TransformNode.
  14278. */
  14279. addRotation(x: number, y: number, z: number): TransformNode;
  14280. /**
  14281. * @hidden
  14282. */
  14283. protected _getEffectiveParent(): Nullable<Node>;
  14284. /**
  14285. * Computes the world matrix of the node
  14286. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14287. * @returns the world matrix
  14288. */
  14289. computeWorldMatrix(force?: boolean): Matrix;
  14290. protected _afterComputeWorldMatrix(): void;
  14291. /**
  14292. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14293. * @param func callback function to add
  14294. *
  14295. * @returns the TransformNode.
  14296. */
  14297. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14298. /**
  14299. * Removes a registered callback function.
  14300. * @param func callback function to remove
  14301. * @returns the TransformNode.
  14302. */
  14303. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14304. /**
  14305. * Gets the position of the current mesh in camera space
  14306. * @param camera defines the camera to use
  14307. * @returns a position
  14308. */
  14309. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14310. /**
  14311. * Returns the distance from the mesh to the active camera
  14312. * @param camera defines the camera to use
  14313. * @returns the distance
  14314. */
  14315. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14316. /**
  14317. * Clone the current transform node
  14318. * @param name Name of the new clone
  14319. * @param newParent New parent for the clone
  14320. * @param doNotCloneChildren Do not clone children hierarchy
  14321. * @returns the new transform node
  14322. */
  14323. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14324. /**
  14325. * Serializes the objects information.
  14326. * @param currentSerializationObject defines the object to serialize in
  14327. * @returns the serialized object
  14328. */
  14329. serialize(currentSerializationObject?: any): any;
  14330. /**
  14331. * Returns a new TransformNode object parsed from the source provided.
  14332. * @param parsedTransformNode is the source.
  14333. * @param scene the scne the object belongs to
  14334. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14335. * @returns a new TransformNode object parsed from the source provided.
  14336. */
  14337. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14338. /**
  14339. * Get all child-transformNodes of this node
  14340. * @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
  14341. * @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
  14342. * @returns an array of TransformNode
  14343. */
  14344. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14345. /**
  14346. * Releases resources associated with this transform node.
  14347. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14348. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14349. */
  14350. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14351. /**
  14352. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14353. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14354. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14355. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14356. * @returns the current mesh
  14357. */
  14358. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14359. private _syncAbsoluteScalingAndRotation;
  14360. }
  14361. }
  14362. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14363. import { Observable } from "babylonjs/Misc/observable";
  14364. import { Nullable } from "babylonjs/types";
  14365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14368. import { Ray } from "babylonjs/Culling/ray";
  14369. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14370. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14371. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14372. /**
  14373. * Defines the types of pose enabled controllers that are supported
  14374. */
  14375. export enum PoseEnabledControllerType {
  14376. /**
  14377. * HTC Vive
  14378. */
  14379. VIVE = 0,
  14380. /**
  14381. * Oculus Rift
  14382. */
  14383. OCULUS = 1,
  14384. /**
  14385. * Windows mixed reality
  14386. */
  14387. WINDOWS = 2,
  14388. /**
  14389. * Samsung gear VR
  14390. */
  14391. GEAR_VR = 3,
  14392. /**
  14393. * Google Daydream
  14394. */
  14395. DAYDREAM = 4,
  14396. /**
  14397. * Generic
  14398. */
  14399. GENERIC = 5
  14400. }
  14401. /**
  14402. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14403. */
  14404. export interface MutableGamepadButton {
  14405. /**
  14406. * Value of the button/trigger
  14407. */
  14408. value: number;
  14409. /**
  14410. * If the button/trigger is currently touched
  14411. */
  14412. touched: boolean;
  14413. /**
  14414. * If the button/trigger is currently pressed
  14415. */
  14416. pressed: boolean;
  14417. }
  14418. /**
  14419. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14420. * @hidden
  14421. */
  14422. export interface ExtendedGamepadButton extends GamepadButton {
  14423. /**
  14424. * If the button/trigger is currently pressed
  14425. */
  14426. readonly pressed: boolean;
  14427. /**
  14428. * If the button/trigger is currently touched
  14429. */
  14430. readonly touched: boolean;
  14431. /**
  14432. * Value of the button/trigger
  14433. */
  14434. readonly value: number;
  14435. }
  14436. /** @hidden */
  14437. export interface _GamePadFactory {
  14438. /**
  14439. * Returns wether or not the current gamepad can be created for this type of controller.
  14440. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14441. * @returns true if it can be created, otherwise false
  14442. */
  14443. canCreate(gamepadInfo: any): boolean;
  14444. /**
  14445. * Creates a new instance of the Gamepad.
  14446. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14447. * @returns the new gamepad instance
  14448. */
  14449. create(gamepadInfo: any): Gamepad;
  14450. }
  14451. /**
  14452. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14453. */
  14454. export class PoseEnabledControllerHelper {
  14455. /** @hidden */
  14456. static _ControllerFactories: _GamePadFactory[];
  14457. /** @hidden */
  14458. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14459. /**
  14460. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. * @param vrGamepad the gamepad to initialized
  14462. * @returns a vr controller of the type the gamepad identified as
  14463. */
  14464. static InitiateController(vrGamepad: any): Gamepad;
  14465. }
  14466. /**
  14467. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14468. */
  14469. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14470. /**
  14471. * If the controller is used in a webXR session
  14472. */
  14473. isXR: boolean;
  14474. private _deviceRoomPosition;
  14475. private _deviceRoomRotationQuaternion;
  14476. /**
  14477. * The device position in babylon space
  14478. */
  14479. devicePosition: Vector3;
  14480. /**
  14481. * The device rotation in babylon space
  14482. */
  14483. deviceRotationQuaternion: Quaternion;
  14484. /**
  14485. * The scale factor of the device in babylon space
  14486. */
  14487. deviceScaleFactor: number;
  14488. /**
  14489. * (Likely devicePosition should be used instead) The device position in its room space
  14490. */
  14491. position: Vector3;
  14492. /**
  14493. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14494. */
  14495. rotationQuaternion: Quaternion;
  14496. /**
  14497. * The type of controller (Eg. Windows mixed reality)
  14498. */
  14499. controllerType: PoseEnabledControllerType;
  14500. protected _calculatedPosition: Vector3;
  14501. private _calculatedRotation;
  14502. /**
  14503. * The raw pose from the device
  14504. */
  14505. rawPose: DevicePose;
  14506. private _trackPosition;
  14507. private _maxRotationDistFromHeadset;
  14508. private _draggedRoomRotation;
  14509. /**
  14510. * @hidden
  14511. */
  14512. _disableTrackPosition(fixedPosition: Vector3): void;
  14513. /**
  14514. * Internal, the mesh attached to the controller
  14515. * @hidden
  14516. */
  14517. _mesh: Nullable<AbstractMesh>;
  14518. private _poseControlledCamera;
  14519. private _leftHandSystemQuaternion;
  14520. /**
  14521. * Internal, matrix used to convert room space to babylon space
  14522. * @hidden
  14523. */
  14524. _deviceToWorld: Matrix;
  14525. /**
  14526. * Node to be used when casting a ray from the controller
  14527. * @hidden
  14528. */
  14529. _pointingPoseNode: Nullable<TransformNode>;
  14530. /**
  14531. * Name of the child mesh that can be used to cast a ray from the controller
  14532. */
  14533. static readonly POINTING_POSE: string;
  14534. /**
  14535. * Creates a new PoseEnabledController from a gamepad
  14536. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14537. */
  14538. constructor(browserGamepad: any);
  14539. private _workingMatrix;
  14540. /**
  14541. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14542. */
  14543. update(): void;
  14544. /**
  14545. * Updates only the pose device and mesh without doing any button event checking
  14546. */
  14547. protected _updatePoseAndMesh(): void;
  14548. /**
  14549. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14550. * @param poseData raw pose fromthe device
  14551. */
  14552. updateFromDevice(poseData: DevicePose): void;
  14553. /**
  14554. * @hidden
  14555. */
  14556. _meshAttachedObservable: Observable<AbstractMesh>;
  14557. /**
  14558. * Attaches a mesh to the controller
  14559. * @param mesh the mesh to be attached
  14560. */
  14561. attachToMesh(mesh: AbstractMesh): void;
  14562. /**
  14563. * Attaches the controllers mesh to a camera
  14564. * @param camera the camera the mesh should be attached to
  14565. */
  14566. attachToPoseControlledCamera(camera: TargetCamera): void;
  14567. /**
  14568. * Disposes of the controller
  14569. */
  14570. dispose(): void;
  14571. /**
  14572. * The mesh that is attached to the controller
  14573. */
  14574. readonly mesh: Nullable<AbstractMesh>;
  14575. /**
  14576. * Gets the ray of the controller in the direction the controller is pointing
  14577. * @param length the length the resulting ray should be
  14578. * @returns a ray in the direction the controller is pointing
  14579. */
  14580. getForwardRay(length?: number): Ray;
  14581. }
  14582. }
  14583. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14584. import { Observable } from "babylonjs/Misc/observable";
  14585. import { Scene } from "babylonjs/scene";
  14586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14587. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14588. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14589. /**
  14590. * Defines the WebVRController object that represents controllers tracked in 3D space
  14591. */
  14592. export abstract class WebVRController extends PoseEnabledController {
  14593. /**
  14594. * Internal, the default controller model for the controller
  14595. */
  14596. protected _defaultModel: AbstractMesh;
  14597. /**
  14598. * Fired when the trigger state has changed
  14599. */
  14600. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14601. /**
  14602. * Fired when the main button state has changed
  14603. */
  14604. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14605. /**
  14606. * Fired when the secondary button state has changed
  14607. */
  14608. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the pad state has changed
  14611. */
  14612. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when controllers stick values have changed
  14615. */
  14616. onPadValuesChangedObservable: Observable<StickValues>;
  14617. /**
  14618. * Array of button availible on the controller
  14619. */
  14620. protected _buttons: Array<MutableGamepadButton>;
  14621. private _onButtonStateChange;
  14622. /**
  14623. * Fired when a controller button's state has changed
  14624. * @param callback the callback containing the button that was modified
  14625. */
  14626. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14627. /**
  14628. * X and Y axis corresponding to the controllers joystick
  14629. */
  14630. pad: StickValues;
  14631. /**
  14632. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14633. */
  14634. hand: string;
  14635. /**
  14636. * The default controller model for the controller
  14637. */
  14638. readonly defaultModel: AbstractMesh;
  14639. /**
  14640. * Creates a new WebVRController from a gamepad
  14641. * @param vrGamepad the gamepad that the WebVRController should be created from
  14642. */
  14643. constructor(vrGamepad: any);
  14644. /**
  14645. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14646. */
  14647. update(): void;
  14648. /**
  14649. * Function to be called when a button is modified
  14650. */
  14651. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14652. /**
  14653. * Loads a mesh and attaches it to the controller
  14654. * @param scene the scene the mesh should be added to
  14655. * @param meshLoaded callback for when the mesh has been loaded
  14656. */
  14657. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14658. private _setButtonValue;
  14659. private _changes;
  14660. private _checkChanges;
  14661. /**
  14662. * Disposes of th webVRCOntroller
  14663. */
  14664. dispose(): void;
  14665. }
  14666. }
  14667. declare module "babylonjs/Lights/hemisphericLight" {
  14668. import { Nullable } from "babylonjs/types";
  14669. import { Scene } from "babylonjs/scene";
  14670. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14671. import { Color3 } from "babylonjs/Maths/math.color";
  14672. import { Effect } from "babylonjs/Materials/effect";
  14673. import { Light } from "babylonjs/Lights/light";
  14674. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14675. /**
  14676. * The HemisphericLight simulates the ambient environment light,
  14677. * so the passed direction is the light reflection direction, not the incoming direction.
  14678. */
  14679. export class HemisphericLight extends Light {
  14680. /**
  14681. * The groundColor is the light in the opposite direction to the one specified during creation.
  14682. * 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.
  14683. */
  14684. groundColor: Color3;
  14685. /**
  14686. * The light reflection direction, not the incoming direction.
  14687. */
  14688. direction: Vector3;
  14689. /**
  14690. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14691. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14692. * The HemisphericLight can't cast shadows.
  14693. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14694. * @param name The friendly name of the light
  14695. * @param direction The direction of the light reflection
  14696. * @param scene The scene the light belongs to
  14697. */
  14698. constructor(name: string, direction: Vector3, scene: Scene);
  14699. protected _buildUniformLayout(): void;
  14700. /**
  14701. * Returns the string "HemisphericLight".
  14702. * @return The class name
  14703. */
  14704. getClassName(): string;
  14705. /**
  14706. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14707. * Returns the updated direction.
  14708. * @param target The target the direction should point to
  14709. * @return The computed direction
  14710. */
  14711. setDirectionToTarget(target: Vector3): Vector3;
  14712. /**
  14713. * Returns the shadow generator associated to the light.
  14714. * @returns Always null for hemispheric lights because it does not support shadows.
  14715. */
  14716. getShadowGenerator(): Nullable<IShadowGenerator>;
  14717. /**
  14718. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14719. * @param effect The effect to update
  14720. * @param lightIndex The index of the light in the effect to update
  14721. * @returns The hemispheric light
  14722. */
  14723. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14724. /**
  14725. * Computes the world matrix of the node
  14726. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14727. * @param useWasUpdatedFlag defines a reserved property
  14728. * @returns the world matrix
  14729. */
  14730. computeWorldMatrix(): Matrix;
  14731. /**
  14732. * Returns the integer 3.
  14733. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14734. */
  14735. getTypeID(): number;
  14736. /**
  14737. * Prepares the list of defines specific to the light type.
  14738. * @param defines the list of defines
  14739. * @param lightIndex defines the index of the light for the effect
  14740. */
  14741. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14745. /** @hidden */
  14746. export var vrMultiviewToSingleviewPixelShader: {
  14747. name: string;
  14748. shader: string;
  14749. };
  14750. }
  14751. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14752. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14753. import { Scene } from "babylonjs/scene";
  14754. /**
  14755. * Renders to multiple views with a single draw call
  14756. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14757. */
  14758. export class MultiviewRenderTarget extends RenderTargetTexture {
  14759. /**
  14760. * Creates a multiview render target
  14761. * @param scene scene used with the render target
  14762. * @param size the size of the render target (used for each view)
  14763. */
  14764. constructor(scene: Scene, size?: number | {
  14765. width: number;
  14766. height: number;
  14767. } | {
  14768. ratio: number;
  14769. });
  14770. /**
  14771. * @hidden
  14772. * @param faceIndex the face index, if its a cube texture
  14773. */
  14774. _bindFrameBuffer(faceIndex?: number): void;
  14775. /**
  14776. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14777. * @returns the view count
  14778. */
  14779. getViewCount(): number;
  14780. }
  14781. }
  14782. declare module "babylonjs/Maths/math.frustum" {
  14783. import { Matrix } from "babylonjs/Maths/math.vector";
  14784. import { DeepImmutable } from "babylonjs/types";
  14785. import { Plane } from "babylonjs/Maths/math.plane";
  14786. /**
  14787. * Reprasents a camera frustum
  14788. */
  14789. export class Frustum {
  14790. /**
  14791. * Gets the planes representing the frustum
  14792. * @param transform matrix to be applied to the returned planes
  14793. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14794. */
  14795. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14796. /**
  14797. * Gets the near frustum plane transformed by the transform matrix
  14798. * @param transform transformation matrix to be applied to the resulting frustum plane
  14799. * @param frustumPlane the resuling frustum plane
  14800. */
  14801. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14802. /**
  14803. * Gets the far frustum plane transformed by the transform matrix
  14804. * @param transform transformation matrix to be applied to the resulting frustum plane
  14805. * @param frustumPlane the resuling frustum plane
  14806. */
  14807. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14808. /**
  14809. * Gets the left frustum plane transformed by the transform matrix
  14810. * @param transform transformation matrix to be applied to the resulting frustum plane
  14811. * @param frustumPlane the resuling frustum plane
  14812. */
  14813. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14814. /**
  14815. * Gets the right frustum plane transformed by the transform matrix
  14816. * @param transform transformation matrix to be applied to the resulting frustum plane
  14817. * @param frustumPlane the resuling frustum plane
  14818. */
  14819. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14820. /**
  14821. * Gets the top frustum plane transformed by the transform matrix
  14822. * @param transform transformation matrix to be applied to the resulting frustum plane
  14823. * @param frustumPlane the resuling frustum plane
  14824. */
  14825. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14826. /**
  14827. * Gets the bottom frustum plane transformed by the transform matrix
  14828. * @param transform transformation matrix to be applied to the resulting frustum plane
  14829. * @param frustumPlane the resuling frustum plane
  14830. */
  14831. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14832. /**
  14833. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14834. * @param transform transformation matrix to be applied to the resulting frustum planes
  14835. * @param frustumPlanes the resuling frustum planes
  14836. */
  14837. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14838. }
  14839. }
  14840. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14841. import { Camera } from "babylonjs/Cameras/camera";
  14842. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14843. import { Nullable } from "babylonjs/types";
  14844. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14845. import { Matrix } from "babylonjs/Maths/math.vector";
  14846. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14847. module "babylonjs/Engines/engine" {
  14848. interface Engine {
  14849. /**
  14850. * Creates a new multiview render target
  14851. * @param width defines the width of the texture
  14852. * @param height defines the height of the texture
  14853. * @returns the created multiview texture
  14854. */
  14855. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14856. /**
  14857. * Binds a multiview framebuffer to be drawn to
  14858. * @param multiviewTexture texture to bind
  14859. */
  14860. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14861. }
  14862. }
  14863. module "babylonjs/Cameras/camera" {
  14864. interface Camera {
  14865. /**
  14866. * @hidden
  14867. * 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)
  14868. */
  14869. _useMultiviewToSingleView: boolean;
  14870. /**
  14871. * @hidden
  14872. * 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)
  14873. */
  14874. _multiviewTexture: Nullable<RenderTargetTexture>;
  14875. /**
  14876. * @hidden
  14877. * ensures the multiview texture of the camera exists and has the specified width/height
  14878. * @param width height to set on the multiview texture
  14879. * @param height width to set on the multiview texture
  14880. */
  14881. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14882. }
  14883. }
  14884. module "babylonjs/scene" {
  14885. interface Scene {
  14886. /** @hidden */
  14887. _transformMatrixR: Matrix;
  14888. /** @hidden */
  14889. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14890. /** @hidden */
  14891. _createMultiviewUbo(): void;
  14892. /** @hidden */
  14893. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14894. /** @hidden */
  14895. _renderMultiviewToSingleView(camera: Camera): void;
  14896. }
  14897. }
  14898. }
  14899. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14900. import { Camera } from "babylonjs/Cameras/camera";
  14901. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14902. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14903. import "babylonjs/Engines/Extensions/engine.multiview";
  14904. /**
  14905. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14906. * This will not be used for webXR as it supports displaying texture arrays directly
  14907. */
  14908. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14909. /**
  14910. * Initializes a VRMultiviewToSingleview
  14911. * @param name name of the post process
  14912. * @param camera camera to be applied to
  14913. * @param scaleFactor scaling factor to the size of the output texture
  14914. */
  14915. constructor(name: string, camera: Camera, scaleFactor: number);
  14916. }
  14917. }
  14918. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14919. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14920. import { Nullable } from "babylonjs/types";
  14921. import { Size } from "babylonjs/Maths/math.size";
  14922. import { Observable } from "babylonjs/Misc/observable";
  14923. module "babylonjs/Engines/engine" {
  14924. interface Engine {
  14925. /** @hidden */
  14926. _vrDisplay: any;
  14927. /** @hidden */
  14928. _vrSupported: boolean;
  14929. /** @hidden */
  14930. _oldSize: Size;
  14931. /** @hidden */
  14932. _oldHardwareScaleFactor: number;
  14933. /** @hidden */
  14934. _vrExclusivePointerMode: boolean;
  14935. /** @hidden */
  14936. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14937. /** @hidden */
  14938. _onVRDisplayPointerRestricted: () => void;
  14939. /** @hidden */
  14940. _onVRDisplayPointerUnrestricted: () => void;
  14941. /** @hidden */
  14942. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14943. /** @hidden */
  14944. _onVrDisplayDisconnect: Nullable<() => void>;
  14945. /** @hidden */
  14946. _onVrDisplayPresentChange: Nullable<() => void>;
  14947. /**
  14948. * Observable signaled when VR display mode changes
  14949. */
  14950. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14951. /**
  14952. * Observable signaled when VR request present is complete
  14953. */
  14954. onVRRequestPresentComplete: Observable<boolean>;
  14955. /**
  14956. * Observable signaled when VR request present starts
  14957. */
  14958. onVRRequestPresentStart: Observable<Engine>;
  14959. /**
  14960. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14961. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14962. */
  14963. isInVRExclusivePointerMode: boolean;
  14964. /**
  14965. * Gets a boolean indicating if a webVR device was detected
  14966. * @returns true if a webVR device was detected
  14967. */
  14968. isVRDevicePresent(): boolean;
  14969. /**
  14970. * Gets the current webVR device
  14971. * @returns the current webVR device (or null)
  14972. */
  14973. getVRDevice(): any;
  14974. /**
  14975. * Initializes a webVR display and starts listening to display change events
  14976. * The onVRDisplayChangedObservable will be notified upon these changes
  14977. * @returns A promise containing a VRDisplay and if vr is supported
  14978. */
  14979. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14980. /** @hidden */
  14981. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14982. /**
  14983. * Call this function to switch to webVR mode
  14984. * Will do nothing if webVR is not supported or if there is no webVR device
  14985. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14986. */
  14987. enableVR(): void;
  14988. /** @hidden */
  14989. _onVRFullScreenTriggered(): void;
  14990. }
  14991. }
  14992. }
  14993. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14994. import { Nullable } from "babylonjs/types";
  14995. import { Observable } from "babylonjs/Misc/observable";
  14996. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14997. import { Scene } from "babylonjs/scene";
  14998. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14999. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15000. import { Node } from "babylonjs/node";
  15001. import { Ray } from "babylonjs/Culling/ray";
  15002. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15003. import "babylonjs/Engines/Extensions/engine.webVR";
  15004. /**
  15005. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15006. * IMPORTANT!! The data is right-hand data.
  15007. * @export
  15008. * @interface DevicePose
  15009. */
  15010. export interface DevicePose {
  15011. /**
  15012. * The position of the device, values in array are [x,y,z].
  15013. */
  15014. readonly position: Nullable<Float32Array>;
  15015. /**
  15016. * The linearVelocity of the device, values in array are [x,y,z].
  15017. */
  15018. readonly linearVelocity: Nullable<Float32Array>;
  15019. /**
  15020. * The linearAcceleration of the device, values in array are [x,y,z].
  15021. */
  15022. readonly linearAcceleration: Nullable<Float32Array>;
  15023. /**
  15024. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15025. */
  15026. readonly orientation: Nullable<Float32Array>;
  15027. /**
  15028. * The angularVelocity of the device, values in array are [x,y,z].
  15029. */
  15030. readonly angularVelocity: Nullable<Float32Array>;
  15031. /**
  15032. * The angularAcceleration of the device, values in array are [x,y,z].
  15033. */
  15034. readonly angularAcceleration: Nullable<Float32Array>;
  15035. }
  15036. /**
  15037. * Interface representing a pose controlled object in Babylon.
  15038. * A pose controlled object has both regular pose values as well as pose values
  15039. * from an external device such as a VR head mounted display
  15040. */
  15041. export interface PoseControlled {
  15042. /**
  15043. * The position of the object in babylon space.
  15044. */
  15045. position: Vector3;
  15046. /**
  15047. * The rotation quaternion of the object in babylon space.
  15048. */
  15049. rotationQuaternion: Quaternion;
  15050. /**
  15051. * The position of the device in babylon space.
  15052. */
  15053. devicePosition?: Vector3;
  15054. /**
  15055. * The rotation quaternion of the device in babylon space.
  15056. */
  15057. deviceRotationQuaternion: Quaternion;
  15058. /**
  15059. * The raw pose coming from the device.
  15060. */
  15061. rawPose: Nullable<DevicePose>;
  15062. /**
  15063. * The scale of the device to be used when translating from device space to babylon space.
  15064. */
  15065. deviceScaleFactor: number;
  15066. /**
  15067. * Updates the poseControlled values based on the input device pose.
  15068. * @param poseData the pose data to update the object with
  15069. */
  15070. updateFromDevice(poseData: DevicePose): void;
  15071. }
  15072. /**
  15073. * Set of options to customize the webVRCamera
  15074. */
  15075. export interface WebVROptions {
  15076. /**
  15077. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15078. */
  15079. trackPosition?: boolean;
  15080. /**
  15081. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15082. */
  15083. positionScale?: number;
  15084. /**
  15085. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15086. */
  15087. displayName?: string;
  15088. /**
  15089. * Should the native controller meshes be initialized. (default: true)
  15090. */
  15091. controllerMeshes?: boolean;
  15092. /**
  15093. * Creating a default HemiLight only on controllers. (default: true)
  15094. */
  15095. defaultLightingOnControllers?: boolean;
  15096. /**
  15097. * If you don't want to use the default VR button of the helper. (default: false)
  15098. */
  15099. useCustomVRButton?: boolean;
  15100. /**
  15101. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15102. */
  15103. customVRButton?: HTMLButtonElement;
  15104. /**
  15105. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15106. */
  15107. rayLength?: number;
  15108. /**
  15109. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15110. */
  15111. defaultHeight?: number;
  15112. /**
  15113. * If multiview should be used if availible (default: false)
  15114. */
  15115. useMultiview?: boolean;
  15116. }
  15117. /**
  15118. * This represents a WebVR camera.
  15119. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15120. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15121. */
  15122. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15123. private webVROptions;
  15124. /**
  15125. * @hidden
  15126. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15127. */
  15128. _vrDevice: any;
  15129. /**
  15130. * The rawPose of the vrDevice.
  15131. */
  15132. rawPose: Nullable<DevicePose>;
  15133. private _onVREnabled;
  15134. private _specsVersion;
  15135. private _attached;
  15136. private _frameData;
  15137. protected _descendants: Array<Node>;
  15138. private _deviceRoomPosition;
  15139. /** @hidden */
  15140. _deviceRoomRotationQuaternion: Quaternion;
  15141. private _standingMatrix;
  15142. /**
  15143. * Represents device position in babylon space.
  15144. */
  15145. devicePosition: Vector3;
  15146. /**
  15147. * Represents device rotation in babylon space.
  15148. */
  15149. deviceRotationQuaternion: Quaternion;
  15150. /**
  15151. * The scale of the device to be used when translating from device space to babylon space.
  15152. */
  15153. deviceScaleFactor: number;
  15154. private _deviceToWorld;
  15155. private _worldToDevice;
  15156. /**
  15157. * References to the webVR controllers for the vrDevice.
  15158. */
  15159. controllers: Array<WebVRController>;
  15160. /**
  15161. * Emits an event when a controller is attached.
  15162. */
  15163. onControllersAttachedObservable: Observable<WebVRController[]>;
  15164. /**
  15165. * Emits an event when a controller's mesh has been loaded;
  15166. */
  15167. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15168. /**
  15169. * Emits an event when the HMD's pose has been updated.
  15170. */
  15171. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15172. private _poseSet;
  15173. /**
  15174. * If the rig cameras be used as parent instead of this camera.
  15175. */
  15176. rigParenting: boolean;
  15177. private _lightOnControllers;
  15178. private _defaultHeight?;
  15179. /**
  15180. * Instantiates a WebVRFreeCamera.
  15181. * @param name The name of the WebVRFreeCamera
  15182. * @param position The starting anchor position for the camera
  15183. * @param scene The scene the camera belongs to
  15184. * @param webVROptions a set of customizable options for the webVRCamera
  15185. */
  15186. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15187. /**
  15188. * Gets the device distance from the ground in meters.
  15189. * @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.
  15190. */
  15191. deviceDistanceToRoomGround(): number;
  15192. /**
  15193. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15194. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15195. */
  15196. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15197. /**
  15198. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15199. * @returns A promise with a boolean set to if the standing matrix is supported.
  15200. */
  15201. useStandingMatrixAsync(): Promise<boolean>;
  15202. /**
  15203. * Disposes the camera
  15204. */
  15205. dispose(): void;
  15206. /**
  15207. * Gets a vrController by name.
  15208. * @param name The name of the controller to retreive
  15209. * @returns the controller matching the name specified or null if not found
  15210. */
  15211. getControllerByName(name: string): Nullable<WebVRController>;
  15212. private _leftController;
  15213. /**
  15214. * The controller corresponding to the users left hand.
  15215. */
  15216. readonly leftController: Nullable<WebVRController>;
  15217. private _rightController;
  15218. /**
  15219. * The controller corresponding to the users right hand.
  15220. */
  15221. readonly rightController: Nullable<WebVRController>;
  15222. /**
  15223. * Casts a ray forward from the vrCamera's gaze.
  15224. * @param length Length of the ray (default: 100)
  15225. * @returns the ray corresponding to the gaze
  15226. */
  15227. getForwardRay(length?: number): Ray;
  15228. /**
  15229. * @hidden
  15230. * Updates the camera based on device's frame data
  15231. */
  15232. _checkInputs(): void;
  15233. /**
  15234. * Updates the poseControlled values based on the input device pose.
  15235. * @param poseData Pose coming from the device
  15236. */
  15237. updateFromDevice(poseData: DevicePose): void;
  15238. private _htmlElementAttached;
  15239. private _detachIfAttached;
  15240. /**
  15241. * WebVR's attach control will start broadcasting frames to the device.
  15242. * Note that in certain browsers (chrome for example) this function must be called
  15243. * within a user-interaction callback. Example:
  15244. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15245. *
  15246. * @param element html element to attach the vrDevice to
  15247. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15248. */
  15249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15250. /**
  15251. * Detaches the camera from the html element and disables VR
  15252. *
  15253. * @param element html element to detach from
  15254. */
  15255. detachControl(element: HTMLElement): void;
  15256. /**
  15257. * @returns the name of this class
  15258. */
  15259. getClassName(): string;
  15260. /**
  15261. * Calls resetPose on the vrDisplay
  15262. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15263. */
  15264. resetToCurrentRotation(): void;
  15265. /**
  15266. * @hidden
  15267. * Updates the rig cameras (left and right eye)
  15268. */
  15269. _updateRigCameras(): void;
  15270. private _workingVector;
  15271. private _oneVector;
  15272. private _workingMatrix;
  15273. private updateCacheCalled;
  15274. private _correctPositionIfNotTrackPosition;
  15275. /**
  15276. * @hidden
  15277. * Updates the cached values of the camera
  15278. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15279. */
  15280. _updateCache(ignoreParentClass?: boolean): void;
  15281. /**
  15282. * @hidden
  15283. * Get current device position in babylon world
  15284. */
  15285. _computeDevicePosition(): void;
  15286. /**
  15287. * Updates the current device position and rotation in the babylon world
  15288. */
  15289. update(): void;
  15290. /**
  15291. * @hidden
  15292. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15293. * @returns an identity matrix
  15294. */
  15295. _getViewMatrix(): Matrix;
  15296. private _tmpMatrix;
  15297. /**
  15298. * This function is called by the two RIG cameras.
  15299. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15300. * @hidden
  15301. */
  15302. _getWebVRViewMatrix(): Matrix;
  15303. /** @hidden */
  15304. _getWebVRProjectionMatrix(): Matrix;
  15305. private _onGamepadConnectedObserver;
  15306. private _onGamepadDisconnectedObserver;
  15307. private _updateCacheWhenTrackingDisabledObserver;
  15308. /**
  15309. * Initializes the controllers and their meshes
  15310. */
  15311. initControllers(): void;
  15312. }
  15313. }
  15314. declare module "babylonjs/PostProcesses/postProcess" {
  15315. import { Nullable } from "babylonjs/types";
  15316. import { SmartArray } from "babylonjs/Misc/smartArray";
  15317. import { Observable } from "babylonjs/Misc/observable";
  15318. import { Vector2 } from "babylonjs/Maths/math.vector";
  15319. import { Camera } from "babylonjs/Cameras/camera";
  15320. import { Effect } from "babylonjs/Materials/effect";
  15321. import "babylonjs/Shaders/postprocess.vertex";
  15322. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15323. import { Engine } from "babylonjs/Engines/engine";
  15324. import { Color4 } from "babylonjs/Maths/math.color";
  15325. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15326. /**
  15327. * Size options for a post process
  15328. */
  15329. export type PostProcessOptions = {
  15330. width: number;
  15331. height: number;
  15332. };
  15333. /**
  15334. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15335. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15336. */
  15337. export class PostProcess {
  15338. /** Name of the PostProcess. */
  15339. name: string;
  15340. /**
  15341. * Gets or sets the unique id of the post process
  15342. */
  15343. uniqueId: number;
  15344. /**
  15345. * Width of the texture to apply the post process on
  15346. */
  15347. width: number;
  15348. /**
  15349. * Height of the texture to apply the post process on
  15350. */
  15351. height: number;
  15352. /**
  15353. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15354. * @hidden
  15355. */
  15356. _outputTexture: Nullable<InternalTexture>;
  15357. /**
  15358. * Sampling mode used by the shader
  15359. * See https://doc.babylonjs.com/classes/3.1/texture
  15360. */
  15361. renderTargetSamplingMode: number;
  15362. /**
  15363. * Clear color to use when screen clearing
  15364. */
  15365. clearColor: Color4;
  15366. /**
  15367. * If the buffer needs to be cleared before applying the post process. (default: true)
  15368. * Should be set to false if shader will overwrite all previous pixels.
  15369. */
  15370. autoClear: boolean;
  15371. /**
  15372. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15373. */
  15374. alphaMode: number;
  15375. /**
  15376. * Sets the setAlphaBlendConstants of the babylon engine
  15377. */
  15378. alphaConstants: Color4;
  15379. /**
  15380. * Animations to be used for the post processing
  15381. */
  15382. animations: import("babylonjs/Animations/animation").Animation[];
  15383. /**
  15384. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15385. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15386. */
  15387. enablePixelPerfectMode: boolean;
  15388. /**
  15389. * Force the postprocess to be applied without taking in account viewport
  15390. */
  15391. forceFullscreenViewport: boolean;
  15392. /**
  15393. * List of inspectable custom properties (used by the Inspector)
  15394. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15395. */
  15396. inspectableCustomProperties: IInspectable[];
  15397. /**
  15398. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15399. *
  15400. * | Value | Type | Description |
  15401. * | ----- | ----------------------------------- | ----------- |
  15402. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15403. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15404. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15405. *
  15406. */
  15407. scaleMode: number;
  15408. /**
  15409. * Force textures to be a power of two (default: false)
  15410. */
  15411. alwaysForcePOT: boolean;
  15412. private _samples;
  15413. /**
  15414. * Number of sample textures (default: 1)
  15415. */
  15416. samples: number;
  15417. /**
  15418. * Modify the scale of the post process to be the same as the viewport (default: false)
  15419. */
  15420. adaptScaleToCurrentViewport: boolean;
  15421. private _camera;
  15422. private _scene;
  15423. private _engine;
  15424. private _options;
  15425. private _reusable;
  15426. private _textureType;
  15427. /**
  15428. * Smart array of input and output textures for the post process.
  15429. * @hidden
  15430. */
  15431. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15432. /**
  15433. * The index in _textures that corresponds to the output texture.
  15434. * @hidden
  15435. */
  15436. _currentRenderTextureInd: number;
  15437. private _effect;
  15438. private _samplers;
  15439. private _fragmentUrl;
  15440. private _vertexUrl;
  15441. private _parameters;
  15442. private _scaleRatio;
  15443. protected _indexParameters: any;
  15444. private _shareOutputWithPostProcess;
  15445. private _texelSize;
  15446. private _forcedOutputTexture;
  15447. /**
  15448. * Returns the fragment url or shader name used in the post process.
  15449. * @returns the fragment url or name in the shader store.
  15450. */
  15451. getEffectName(): string;
  15452. /**
  15453. * An event triggered when the postprocess is activated.
  15454. */
  15455. onActivateObservable: Observable<Camera>;
  15456. private _onActivateObserver;
  15457. /**
  15458. * A function that is added to the onActivateObservable
  15459. */
  15460. onActivate: Nullable<(camera: Camera) => void>;
  15461. /**
  15462. * An event triggered when the postprocess changes its size.
  15463. */
  15464. onSizeChangedObservable: Observable<PostProcess>;
  15465. private _onSizeChangedObserver;
  15466. /**
  15467. * A function that is added to the onSizeChangedObservable
  15468. */
  15469. onSizeChanged: (postProcess: PostProcess) => void;
  15470. /**
  15471. * An event triggered when the postprocess applies its effect.
  15472. */
  15473. onApplyObservable: Observable<Effect>;
  15474. private _onApplyObserver;
  15475. /**
  15476. * A function that is added to the onApplyObservable
  15477. */
  15478. onApply: (effect: Effect) => void;
  15479. /**
  15480. * An event triggered before rendering the postprocess
  15481. */
  15482. onBeforeRenderObservable: Observable<Effect>;
  15483. private _onBeforeRenderObserver;
  15484. /**
  15485. * A function that is added to the onBeforeRenderObservable
  15486. */
  15487. onBeforeRender: (effect: Effect) => void;
  15488. /**
  15489. * An event triggered after rendering the postprocess
  15490. */
  15491. onAfterRenderObservable: Observable<Effect>;
  15492. private _onAfterRenderObserver;
  15493. /**
  15494. * A function that is added to the onAfterRenderObservable
  15495. */
  15496. onAfterRender: (efect: Effect) => void;
  15497. /**
  15498. * 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
  15499. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15500. */
  15501. inputTexture: InternalTexture;
  15502. /**
  15503. * Gets the camera which post process is applied to.
  15504. * @returns The camera the post process is applied to.
  15505. */
  15506. getCamera(): Camera;
  15507. /**
  15508. * Gets the texel size of the postprocess.
  15509. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15510. */
  15511. readonly texelSize: Vector2;
  15512. /**
  15513. * Creates a new instance PostProcess
  15514. * @param name The name of the PostProcess.
  15515. * @param fragmentUrl The url of the fragment shader to be used.
  15516. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15517. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15518. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15519. * @param camera The camera to apply the render pass to.
  15520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15521. * @param engine The engine which the post process will be applied. (default: current engine)
  15522. * @param reusable If the post process can be reused on the same frame. (default: false)
  15523. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15524. * @param textureType Type of textures used when performing the post process. (default: 0)
  15525. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15526. * @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
  15527. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15528. */
  15529. constructor(
  15530. /** Name of the PostProcess. */
  15531. 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);
  15532. /**
  15533. * Gets a string idenfifying the name of the class
  15534. * @returns "PostProcess" string
  15535. */
  15536. getClassName(): string;
  15537. /**
  15538. * Gets the engine which this post process belongs to.
  15539. * @returns The engine the post process was enabled with.
  15540. */
  15541. getEngine(): Engine;
  15542. /**
  15543. * The effect that is created when initializing the post process.
  15544. * @returns The created effect corresponding the the postprocess.
  15545. */
  15546. getEffect(): Effect;
  15547. /**
  15548. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15549. * @param postProcess The post process to share the output with.
  15550. * @returns This post process.
  15551. */
  15552. shareOutputWith(postProcess: PostProcess): PostProcess;
  15553. /**
  15554. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15555. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15556. */
  15557. useOwnOutput(): void;
  15558. /**
  15559. * Updates the effect with the current post process compile time values and recompiles the shader.
  15560. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15561. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15562. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15563. * @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
  15564. * @param onCompiled Called when the shader has been compiled.
  15565. * @param onError Called if there is an error when compiling a shader.
  15566. */
  15567. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15568. /**
  15569. * The post process is reusable if it can be used multiple times within one frame.
  15570. * @returns If the post process is reusable
  15571. */
  15572. isReusable(): boolean;
  15573. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15574. markTextureDirty(): void;
  15575. /**
  15576. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15577. * 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.
  15578. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15579. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15580. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15581. * @returns The target texture that was bound to be written to.
  15582. */
  15583. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15584. /**
  15585. * If the post process is supported.
  15586. */
  15587. readonly isSupported: boolean;
  15588. /**
  15589. * The aspect ratio of the output texture.
  15590. */
  15591. readonly aspectRatio: number;
  15592. /**
  15593. * Get a value indicating if the post-process is ready to be used
  15594. * @returns true if the post-process is ready (shader is compiled)
  15595. */
  15596. isReady(): boolean;
  15597. /**
  15598. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15599. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15600. */
  15601. apply(): Nullable<Effect>;
  15602. private _disposeTextures;
  15603. /**
  15604. * Disposes the post process.
  15605. * @param camera The camera to dispose the post process on.
  15606. */
  15607. dispose(camera?: Camera): void;
  15608. }
  15609. }
  15610. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15611. /** @hidden */
  15612. export var kernelBlurVaryingDeclaration: {
  15613. name: string;
  15614. shader: string;
  15615. };
  15616. }
  15617. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15618. /** @hidden */
  15619. export var kernelBlurFragment: {
  15620. name: string;
  15621. shader: string;
  15622. };
  15623. }
  15624. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15625. /** @hidden */
  15626. export var kernelBlurFragment2: {
  15627. name: string;
  15628. shader: string;
  15629. };
  15630. }
  15631. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15633. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15634. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15635. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15636. /** @hidden */
  15637. export var kernelBlurPixelShader: {
  15638. name: string;
  15639. shader: string;
  15640. };
  15641. }
  15642. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15643. /** @hidden */
  15644. export var kernelBlurVertex: {
  15645. name: string;
  15646. shader: string;
  15647. };
  15648. }
  15649. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15650. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15651. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15652. /** @hidden */
  15653. export var kernelBlurVertexShader: {
  15654. name: string;
  15655. shader: string;
  15656. };
  15657. }
  15658. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15659. import { Vector2 } from "babylonjs/Maths/math.vector";
  15660. import { Nullable } from "babylonjs/types";
  15661. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15662. import { Camera } from "babylonjs/Cameras/camera";
  15663. import { Effect } from "babylonjs/Materials/effect";
  15664. import { Engine } from "babylonjs/Engines/engine";
  15665. import "babylonjs/Shaders/kernelBlur.fragment";
  15666. import "babylonjs/Shaders/kernelBlur.vertex";
  15667. /**
  15668. * The Blur Post Process which blurs an image based on a kernel and direction.
  15669. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15670. */
  15671. export class BlurPostProcess extends PostProcess {
  15672. /** The direction in which to blur the image. */
  15673. direction: Vector2;
  15674. private blockCompilation;
  15675. protected _kernel: number;
  15676. protected _idealKernel: number;
  15677. protected _packedFloat: boolean;
  15678. private _staticDefines;
  15679. /**
  15680. * Sets the length in pixels of the blur sample region
  15681. */
  15682. /**
  15683. * Gets the length in pixels of the blur sample region
  15684. */
  15685. kernel: number;
  15686. /**
  15687. * Sets wether or not the blur needs to unpack/repack floats
  15688. */
  15689. /**
  15690. * Gets wether or not the blur is unpacking/repacking floats
  15691. */
  15692. packedFloat: boolean;
  15693. /**
  15694. * Creates a new instance BlurPostProcess
  15695. * @param name The name of the effect.
  15696. * @param direction The direction in which to blur the image.
  15697. * @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.
  15698. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15699. * @param camera The camera to apply the render pass to.
  15700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15701. * @param engine The engine which the post process will be applied. (default: current engine)
  15702. * @param reusable If the post process can be reused on the same frame. (default: false)
  15703. * @param textureType Type of textures used when performing the post process. (default: 0)
  15704. * @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)
  15705. */
  15706. constructor(name: string,
  15707. /** The direction in which to blur the image. */
  15708. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15709. /**
  15710. * Updates the effect with the current post process compile time values and recompiles the shader.
  15711. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15712. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15713. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15714. * @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
  15715. * @param onCompiled Called when the shader has been compiled.
  15716. * @param onError Called if there is an error when compiling a shader.
  15717. */
  15718. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15719. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15720. /**
  15721. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15722. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15723. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15724. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15725. * The gaps between physical kernels are compensated for in the weighting of the samples
  15726. * @param idealKernel Ideal blur kernel.
  15727. * @return Nearest best kernel.
  15728. */
  15729. protected _nearestBestKernel(idealKernel: number): number;
  15730. /**
  15731. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15732. * @param x The point on the Gaussian distribution to sample.
  15733. * @return the value of the Gaussian function at x.
  15734. */
  15735. protected _gaussianWeight(x: number): number;
  15736. /**
  15737. * Generates a string that can be used as a floating point number in GLSL.
  15738. * @param x Value to print.
  15739. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15740. * @return GLSL float string.
  15741. */
  15742. protected _glslFloat(x: number, decimalFigures?: number): string;
  15743. }
  15744. }
  15745. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15746. import { Scene } from "babylonjs/scene";
  15747. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15748. import { Plane } from "babylonjs/Maths/math.plane";
  15749. /**
  15750. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15751. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15752. * You can then easily use it as a reflectionTexture on a flat surface.
  15753. * In case the surface is not a plane, please consider relying on reflection probes.
  15754. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15755. */
  15756. export class MirrorTexture extends RenderTargetTexture {
  15757. private scene;
  15758. /**
  15759. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15760. * 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.
  15761. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15762. */
  15763. mirrorPlane: Plane;
  15764. /**
  15765. * Define the blur ratio used to blur the reflection if needed.
  15766. */
  15767. blurRatio: number;
  15768. /**
  15769. * Define the adaptive blur kernel used to blur the reflection if needed.
  15770. * This will autocompute the closest best match for the `blurKernel`
  15771. */
  15772. adaptiveBlurKernel: number;
  15773. /**
  15774. * Define the blur kernel used to blur the reflection if needed.
  15775. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15776. */
  15777. blurKernel: number;
  15778. /**
  15779. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15780. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15781. */
  15782. blurKernelX: number;
  15783. /**
  15784. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15785. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15786. */
  15787. blurKernelY: number;
  15788. private _autoComputeBlurKernel;
  15789. protected _onRatioRescale(): void;
  15790. private _updateGammaSpace;
  15791. private _imageProcessingConfigChangeObserver;
  15792. private _transformMatrix;
  15793. private _mirrorMatrix;
  15794. private _savedViewMatrix;
  15795. private _blurX;
  15796. private _blurY;
  15797. private _adaptiveBlurKernel;
  15798. private _blurKernelX;
  15799. private _blurKernelY;
  15800. private _blurRatio;
  15801. /**
  15802. * Instantiates a Mirror Texture.
  15803. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15804. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15805. * You can then easily use it as a reflectionTexture on a flat surface.
  15806. * In case the surface is not a plane, please consider relying on reflection probes.
  15807. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15808. * @param name
  15809. * @param size
  15810. * @param scene
  15811. * @param generateMipMaps
  15812. * @param type
  15813. * @param samplingMode
  15814. * @param generateDepthBuffer
  15815. */
  15816. constructor(name: string, size: number | {
  15817. width: number;
  15818. height: number;
  15819. } | {
  15820. ratio: number;
  15821. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15822. private _preparePostProcesses;
  15823. /**
  15824. * Clone the mirror texture.
  15825. * @returns the cloned texture
  15826. */
  15827. clone(): MirrorTexture;
  15828. /**
  15829. * Serialize the texture to a JSON representation you could use in Parse later on
  15830. * @returns the serialized JSON representation
  15831. */
  15832. serialize(): any;
  15833. /**
  15834. * Dispose the texture and release its associated resources.
  15835. */
  15836. dispose(): void;
  15837. }
  15838. }
  15839. declare module "babylonjs/Materials/Textures/texture" {
  15840. import { Observable } from "babylonjs/Misc/observable";
  15841. import { Nullable } from "babylonjs/types";
  15842. import { Scene } from "babylonjs/scene";
  15843. import { Matrix } from "babylonjs/Maths/math.vector";
  15844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15845. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15846. import { Engine } from "babylonjs/Engines/engine";
  15847. /**
  15848. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15849. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15850. */
  15851. export class Texture extends BaseTexture {
  15852. /** @hidden */
  15853. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15854. /** @hidden */
  15855. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15856. /** @hidden */
  15857. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15858. /** nearest is mag = nearest and min = nearest and mip = linear */
  15859. static readonly NEAREST_SAMPLINGMODE: number;
  15860. /** nearest is mag = nearest and min = nearest and mip = linear */
  15861. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15862. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15863. static readonly BILINEAR_SAMPLINGMODE: number;
  15864. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15865. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15866. /** Trilinear is mag = linear and min = linear and mip = linear */
  15867. static readonly TRILINEAR_SAMPLINGMODE: number;
  15868. /** Trilinear is mag = linear and min = linear and mip = linear */
  15869. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15870. /** mag = nearest and min = nearest and mip = nearest */
  15871. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15872. /** mag = nearest and min = linear and mip = nearest */
  15873. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15874. /** mag = nearest and min = linear and mip = linear */
  15875. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15876. /** mag = nearest and min = linear and mip = none */
  15877. static readonly NEAREST_LINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = none */
  15879. static readonly NEAREST_NEAREST: number;
  15880. /** mag = linear and min = nearest and mip = nearest */
  15881. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15882. /** mag = linear and min = nearest and mip = linear */
  15883. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15884. /** mag = linear and min = linear and mip = none */
  15885. static readonly LINEAR_LINEAR: number;
  15886. /** mag = linear and min = nearest and mip = none */
  15887. static readonly LINEAR_NEAREST: number;
  15888. /** Explicit coordinates mode */
  15889. static readonly EXPLICIT_MODE: number;
  15890. /** Spherical coordinates mode */
  15891. static readonly SPHERICAL_MODE: number;
  15892. /** Planar coordinates mode */
  15893. static readonly PLANAR_MODE: number;
  15894. /** Cubic coordinates mode */
  15895. static readonly CUBIC_MODE: number;
  15896. /** Projection coordinates mode */
  15897. static readonly PROJECTION_MODE: number;
  15898. /** Inverse Cubic coordinates mode */
  15899. static readonly SKYBOX_MODE: number;
  15900. /** Inverse Cubic coordinates mode */
  15901. static readonly INVCUBIC_MODE: number;
  15902. /** Equirectangular coordinates mode */
  15903. static readonly EQUIRECTANGULAR_MODE: number;
  15904. /** Equirectangular Fixed coordinates mode */
  15905. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15906. /** Equirectangular Fixed Mirrored coordinates mode */
  15907. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15908. /** Texture is not repeating outside of 0..1 UVs */
  15909. static readonly CLAMP_ADDRESSMODE: number;
  15910. /** Texture is repeating outside of 0..1 UVs */
  15911. static readonly WRAP_ADDRESSMODE: number;
  15912. /** Texture is repeating and mirrored */
  15913. static readonly MIRROR_ADDRESSMODE: number;
  15914. /**
  15915. * 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
  15916. */
  15917. static UseSerializedUrlIfAny: boolean;
  15918. /**
  15919. * Define the url of the texture.
  15920. */
  15921. url: Nullable<string>;
  15922. /**
  15923. * Define an offset on the texture to offset the u coordinates of the UVs
  15924. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15925. */
  15926. uOffset: number;
  15927. /**
  15928. * Define an offset on the texture to offset the v coordinates of the UVs
  15929. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15930. */
  15931. vOffset: number;
  15932. /**
  15933. * Define an offset on the texture to scale the u coordinates of the UVs
  15934. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15935. */
  15936. uScale: number;
  15937. /**
  15938. * Define an offset on the texture to scale the v coordinates of the UVs
  15939. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15940. */
  15941. vScale: number;
  15942. /**
  15943. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials
  15945. */
  15946. uAng: number;
  15947. /**
  15948. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials
  15950. */
  15951. vAng: number;
  15952. /**
  15953. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15954. * @see http://doc.babylonjs.com/how_to/more_materials
  15955. */
  15956. wAng: number;
  15957. /**
  15958. * Defines the center of rotation (U)
  15959. */
  15960. uRotationCenter: number;
  15961. /**
  15962. * Defines the center of rotation (V)
  15963. */
  15964. vRotationCenter: number;
  15965. /**
  15966. * Defines the center of rotation (W)
  15967. */
  15968. wRotationCenter: number;
  15969. /**
  15970. * Are mip maps generated for this texture or not.
  15971. */
  15972. readonly noMipmap: boolean;
  15973. /**
  15974. * List of inspectable custom properties (used by the Inspector)
  15975. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15976. */
  15977. inspectableCustomProperties: Nullable<IInspectable[]>;
  15978. private _noMipmap;
  15979. /** @hidden */
  15980. _invertY: boolean;
  15981. private _rowGenerationMatrix;
  15982. private _cachedTextureMatrix;
  15983. private _projectionModeMatrix;
  15984. private _t0;
  15985. private _t1;
  15986. private _t2;
  15987. private _cachedUOffset;
  15988. private _cachedVOffset;
  15989. private _cachedUScale;
  15990. private _cachedVScale;
  15991. private _cachedUAng;
  15992. private _cachedVAng;
  15993. private _cachedWAng;
  15994. private _cachedProjectionMatrixId;
  15995. private _cachedCoordinatesMode;
  15996. /** @hidden */
  15997. protected _initialSamplingMode: number;
  15998. /** @hidden */
  15999. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16000. private _deleteBuffer;
  16001. protected _format: Nullable<number>;
  16002. private _delayedOnLoad;
  16003. private _delayedOnError;
  16004. /**
  16005. * Observable triggered once the texture has been loaded.
  16006. */
  16007. onLoadObservable: Observable<Texture>;
  16008. protected _isBlocking: boolean;
  16009. /**
  16010. * Is the texture preventing material to render while loading.
  16011. * If false, a default texture will be used instead of the loading one during the preparation step.
  16012. */
  16013. isBlocking: boolean;
  16014. /**
  16015. * Get the current sampling mode associated with the texture.
  16016. */
  16017. readonly samplingMode: number;
  16018. /**
  16019. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16020. */
  16021. readonly invertY: boolean;
  16022. /**
  16023. * Instantiates a new texture.
  16024. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16025. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16026. * @param url define the url of the picture to load as a texture
  16027. * @param scene define the scene or engine the texture will belong to
  16028. * @param noMipmap define if the texture will require mip maps or not
  16029. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16030. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16031. * @param onLoad define a callback triggered when the texture has been loaded
  16032. * @param onError define a callback triggered when an error occurred during the loading session
  16033. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16034. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16035. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16036. */
  16037. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16038. /**
  16039. * Update the url (and optional buffer) of this texture if url was null during construction.
  16040. * @param url the url of the texture
  16041. * @param buffer the buffer of the texture (defaults to null)
  16042. * @param onLoad callback called when the texture is loaded (defaults to null)
  16043. */
  16044. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16045. /**
  16046. * Finish the loading sequence of a texture flagged as delayed load.
  16047. * @hidden
  16048. */
  16049. delayLoad(): void;
  16050. private _prepareRowForTextureGeneration;
  16051. /**
  16052. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16053. * @returns the transform matrix of the texture.
  16054. */
  16055. getTextureMatrix(): Matrix;
  16056. /**
  16057. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16058. * @returns The reflection texture transform
  16059. */
  16060. getReflectionTextureMatrix(): Matrix;
  16061. /**
  16062. * Clones the texture.
  16063. * @returns the cloned texture
  16064. */
  16065. clone(): Texture;
  16066. /**
  16067. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16068. * @returns The JSON representation of the texture
  16069. */
  16070. serialize(): any;
  16071. /**
  16072. * Get the current class name of the texture useful for serialization or dynamic coding.
  16073. * @returns "Texture"
  16074. */
  16075. getClassName(): string;
  16076. /**
  16077. * Dispose the texture and release its associated resources.
  16078. */
  16079. dispose(): void;
  16080. /**
  16081. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16082. * @param parsedTexture Define the JSON representation of the texture
  16083. * @param scene Define the scene the parsed texture should be instantiated in
  16084. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16085. * @returns The parsed texture if successful
  16086. */
  16087. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16088. /**
  16089. * Creates a texture from its base 64 representation.
  16090. * @param data Define the base64 payload without the data: prefix
  16091. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16092. * @param scene Define the scene the texture should belong to
  16093. * @param noMipmap Forces the texture to not create mip map information if true
  16094. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16095. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16096. * @param onLoad define a callback triggered when the texture has been loaded
  16097. * @param onError define a callback triggered when an error occurred during the loading session
  16098. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16099. * @returns the created texture
  16100. */
  16101. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16102. /**
  16103. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16104. * @param data Define the base64 payload without the data: prefix
  16105. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16106. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16107. * @param scene Define the scene the texture should belong to
  16108. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16109. * @param noMipmap Forces the texture to not create mip map information if true
  16110. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16111. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16112. * @param onLoad define a callback triggered when the texture has been loaded
  16113. * @param onError define a callback triggered when an error occurred during the loading session
  16114. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16115. * @returns the created texture
  16116. */
  16117. 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;
  16118. }
  16119. }
  16120. declare module "babylonjs/PostProcesses/postProcessManager" {
  16121. import { Nullable } from "babylonjs/types";
  16122. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16123. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16124. import { Scene } from "babylonjs/scene";
  16125. /**
  16126. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16127. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16128. */
  16129. export class PostProcessManager {
  16130. private _scene;
  16131. private _indexBuffer;
  16132. private _vertexBuffers;
  16133. /**
  16134. * Creates a new instance PostProcess
  16135. * @param scene The scene that the post process is associated with.
  16136. */
  16137. constructor(scene: Scene);
  16138. private _prepareBuffers;
  16139. private _buildIndexBuffer;
  16140. /**
  16141. * Rebuilds the vertex buffers of the manager.
  16142. * @hidden
  16143. */
  16144. _rebuild(): void;
  16145. /**
  16146. * Prepares a frame to be run through a post process.
  16147. * @param sourceTexture The input texture to the post procesess. (default: null)
  16148. * @param postProcesses An array of post processes to be run. (default: null)
  16149. * @returns True if the post processes were able to be run.
  16150. * @hidden
  16151. */
  16152. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16153. /**
  16154. * Manually render a set of post processes to a texture.
  16155. * @param postProcesses An array of post processes to be run.
  16156. * @param targetTexture The target texture to render to.
  16157. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16158. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16159. * @param lodLevel defines which lod of the texture to render to
  16160. */
  16161. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16162. /**
  16163. * Finalize the result of the output of the postprocesses.
  16164. * @param doNotPresent If true the result will not be displayed to the screen.
  16165. * @param targetTexture The target texture to render to.
  16166. * @param faceIndex The index of the face to bind the target texture to.
  16167. * @param postProcesses The array of post processes to render.
  16168. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16169. * @hidden
  16170. */
  16171. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16172. /**
  16173. * Disposes of the post process manager.
  16174. */
  16175. dispose(): void;
  16176. }
  16177. }
  16178. declare module "babylonjs/Misc/gradients" {
  16179. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16180. /** Interface used by value gradients (color, factor, ...) */
  16181. export interface IValueGradient {
  16182. /**
  16183. * Gets or sets the gradient value (between 0 and 1)
  16184. */
  16185. gradient: number;
  16186. }
  16187. /** Class used to store color4 gradient */
  16188. export class ColorGradient implements IValueGradient {
  16189. /**
  16190. * Gets or sets the gradient value (between 0 and 1)
  16191. */
  16192. gradient: number;
  16193. /**
  16194. * Gets or sets first associated color
  16195. */
  16196. color1: Color4;
  16197. /**
  16198. * Gets or sets second associated color
  16199. */
  16200. color2?: Color4;
  16201. /**
  16202. * Will get a color picked randomly between color1 and color2.
  16203. * If color2 is undefined then color1 will be used
  16204. * @param result defines the target Color4 to store the result in
  16205. */
  16206. getColorToRef(result: Color4): void;
  16207. }
  16208. /** Class used to store color 3 gradient */
  16209. export class Color3Gradient implements IValueGradient {
  16210. /**
  16211. * Gets or sets the gradient value (between 0 and 1)
  16212. */
  16213. gradient: number;
  16214. /**
  16215. * Gets or sets the associated color
  16216. */
  16217. color: Color3;
  16218. }
  16219. /** Class used to store factor gradient */
  16220. export class FactorGradient implements IValueGradient {
  16221. /**
  16222. * Gets or sets the gradient value (between 0 and 1)
  16223. */
  16224. gradient: number;
  16225. /**
  16226. * Gets or sets first associated factor
  16227. */
  16228. factor1: number;
  16229. /**
  16230. * Gets or sets second associated factor
  16231. */
  16232. factor2?: number;
  16233. /**
  16234. * Will get a number picked randomly between factor1 and factor2.
  16235. * If factor2 is undefined then factor1 will be used
  16236. * @returns the picked number
  16237. */
  16238. getFactor(): number;
  16239. }
  16240. /**
  16241. * Helper used to simplify some generic gradient tasks
  16242. */
  16243. export class GradientHelper {
  16244. /**
  16245. * Gets the current gradient from an array of IValueGradient
  16246. * @param ratio defines the current ratio to get
  16247. * @param gradients defines the array of IValueGradient
  16248. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16249. */
  16250. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16251. }
  16252. }
  16253. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16254. import { Scene } from "babylonjs/scene";
  16255. import { ISceneComponent } from "babylonjs/sceneComponent";
  16256. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16257. module "babylonjs/abstractScene" {
  16258. interface AbstractScene {
  16259. /**
  16260. * The list of procedural textures added to the scene
  16261. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16262. */
  16263. proceduralTextures: Array<ProceduralTexture>;
  16264. }
  16265. }
  16266. /**
  16267. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16268. * in a given scene.
  16269. */
  16270. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16271. /**
  16272. * The component name helpfull to identify the component in the list of scene components.
  16273. */
  16274. readonly name: string;
  16275. /**
  16276. * The scene the component belongs to.
  16277. */
  16278. scene: Scene;
  16279. /**
  16280. * Creates a new instance of the component for the given scene
  16281. * @param scene Defines the scene to register the component in
  16282. */
  16283. constructor(scene: Scene);
  16284. /**
  16285. * Registers the component in a given scene
  16286. */
  16287. register(): void;
  16288. /**
  16289. * Rebuilds the elements related to this component in case of
  16290. * context lost for instance.
  16291. */
  16292. rebuild(): void;
  16293. /**
  16294. * Disposes the component and the associated ressources.
  16295. */
  16296. dispose(): void;
  16297. private _beforeClear;
  16298. }
  16299. }
  16300. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16301. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16302. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16303. module "babylonjs/Engines/engine" {
  16304. interface Engine {
  16305. /**
  16306. * Creates a new render target cube texture
  16307. * @param size defines the size of the texture
  16308. * @param options defines the options used to create the texture
  16309. * @returns a new render target cube texture stored in an InternalTexture
  16310. */
  16311. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16312. }
  16313. }
  16314. }
  16315. declare module "babylonjs/Shaders/procedural.vertex" {
  16316. /** @hidden */
  16317. export var proceduralVertexShader: {
  16318. name: string;
  16319. shader: string;
  16320. };
  16321. }
  16322. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16323. import { Observable } from "babylonjs/Misc/observable";
  16324. import { Nullable } from "babylonjs/types";
  16325. import { Scene } from "babylonjs/scene";
  16326. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16327. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16328. import { Effect } from "babylonjs/Materials/effect";
  16329. import { Texture } from "babylonjs/Materials/Textures/texture";
  16330. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16331. import "babylonjs/Shaders/procedural.vertex";
  16332. /**
  16333. * 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.
  16334. * This is the base class of any Procedural texture and contains most of the shareable code.
  16335. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16336. */
  16337. export class ProceduralTexture extends Texture {
  16338. isCube: boolean;
  16339. /**
  16340. * Define if the texture is enabled or not (disabled texture will not render)
  16341. */
  16342. isEnabled: boolean;
  16343. /**
  16344. * Define if the texture must be cleared before rendering (default is true)
  16345. */
  16346. autoClear: boolean;
  16347. /**
  16348. * Callback called when the texture is generated
  16349. */
  16350. onGenerated: () => void;
  16351. /**
  16352. * Event raised when the texture is generated
  16353. */
  16354. onGeneratedObservable: Observable<ProceduralTexture>;
  16355. /** @hidden */
  16356. _generateMipMaps: boolean;
  16357. /** @hidden **/
  16358. _effect: Effect;
  16359. /** @hidden */
  16360. _textures: {
  16361. [key: string]: Texture;
  16362. };
  16363. private _size;
  16364. private _currentRefreshId;
  16365. private _refreshRate;
  16366. private _vertexBuffers;
  16367. private _indexBuffer;
  16368. private _uniforms;
  16369. private _samplers;
  16370. private _fragment;
  16371. private _floats;
  16372. private _ints;
  16373. private _floatsArrays;
  16374. private _colors3;
  16375. private _colors4;
  16376. private _vectors2;
  16377. private _vectors3;
  16378. private _matrices;
  16379. private _fallbackTexture;
  16380. private _fallbackTextureUsed;
  16381. private _engine;
  16382. private _cachedDefines;
  16383. private _contentUpdateId;
  16384. private _contentData;
  16385. /**
  16386. * Instantiates a new procedural texture.
  16387. * 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.
  16388. * This is the base class of any Procedural texture and contains most of the shareable code.
  16389. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16390. * @param name Define the name of the texture
  16391. * @param size Define the size of the texture to create
  16392. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16393. * @param scene Define the scene the texture belongs to
  16394. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16395. * @param generateMipMaps Define if the texture should creates mip maps or not
  16396. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16397. */
  16398. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16399. /**
  16400. * The effect that is created when initializing the post process.
  16401. * @returns The created effect corresponding the the postprocess.
  16402. */
  16403. getEffect(): Effect;
  16404. /**
  16405. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16406. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16407. */
  16408. getContent(): Nullable<ArrayBufferView>;
  16409. private _createIndexBuffer;
  16410. /** @hidden */
  16411. _rebuild(): void;
  16412. /**
  16413. * Resets the texture in order to recreate its associated resources.
  16414. * This can be called in case of context loss
  16415. */
  16416. reset(): void;
  16417. protected _getDefines(): string;
  16418. /**
  16419. * Is the texture ready to be used ? (rendered at least once)
  16420. * @returns true if ready, otherwise, false.
  16421. */
  16422. isReady(): boolean;
  16423. /**
  16424. * Resets the refresh counter of the texture and start bak from scratch.
  16425. * Could be useful to regenerate the texture if it is setup to render only once.
  16426. */
  16427. resetRefreshCounter(): void;
  16428. /**
  16429. * Set the fragment shader to use in order to render the texture.
  16430. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16431. */
  16432. setFragment(fragment: any): void;
  16433. /**
  16434. * Define the refresh rate of the texture or the rendering frequency.
  16435. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16436. */
  16437. refreshRate: number;
  16438. /** @hidden */
  16439. _shouldRender(): boolean;
  16440. /**
  16441. * Get the size the texture is rendering at.
  16442. * @returns the size (texture is always squared)
  16443. */
  16444. getRenderSize(): number;
  16445. /**
  16446. * Resize the texture to new value.
  16447. * @param size Define the new size the texture should have
  16448. * @param generateMipMaps Define whether the new texture should create mip maps
  16449. */
  16450. resize(size: number, generateMipMaps: boolean): void;
  16451. private _checkUniform;
  16452. /**
  16453. * Set a texture in the shader program used to render.
  16454. * @param name Define the name of the uniform samplers as defined in the shader
  16455. * @param texture Define the texture to bind to this sampler
  16456. * @return the texture itself allowing "fluent" like uniform updates
  16457. */
  16458. setTexture(name: string, texture: Texture): ProceduralTexture;
  16459. /**
  16460. * Set a float in the shader.
  16461. * @param name Define the name of the uniform as defined in the shader
  16462. * @param value Define the value to give to the uniform
  16463. * @return the texture itself allowing "fluent" like uniform updates
  16464. */
  16465. setFloat(name: string, value: number): ProceduralTexture;
  16466. /**
  16467. * Set a int in the shader.
  16468. * @param name Define the name of the uniform as defined in the shader
  16469. * @param value Define the value to give to the uniform
  16470. * @return the texture itself allowing "fluent" like uniform updates
  16471. */
  16472. setInt(name: string, value: number): ProceduralTexture;
  16473. /**
  16474. * Set an array of floats in the shader.
  16475. * @param name Define the name of the uniform as defined in the shader
  16476. * @param value Define the value to give to the uniform
  16477. * @return the texture itself allowing "fluent" like uniform updates
  16478. */
  16479. setFloats(name: string, value: number[]): ProceduralTexture;
  16480. /**
  16481. * Set a vec3 in the shader from a Color3.
  16482. * @param name Define the name of the uniform as defined in the shader
  16483. * @param value Define the value to give to the uniform
  16484. * @return the texture itself allowing "fluent" like uniform updates
  16485. */
  16486. setColor3(name: string, value: Color3): ProceduralTexture;
  16487. /**
  16488. * Set a vec4 in the shader from a Color4.
  16489. * @param name Define the name of the uniform as defined in the shader
  16490. * @param value Define the value to give to the uniform
  16491. * @return the texture itself allowing "fluent" like uniform updates
  16492. */
  16493. setColor4(name: string, value: Color4): ProceduralTexture;
  16494. /**
  16495. * Set a vec2 in the shader from a Vector2.
  16496. * @param name Define the name of the uniform as defined in the shader
  16497. * @param value Define the value to give to the uniform
  16498. * @return the texture itself allowing "fluent" like uniform updates
  16499. */
  16500. setVector2(name: string, value: Vector2): ProceduralTexture;
  16501. /**
  16502. * Set a vec3 in the shader from a Vector3.
  16503. * @param name Define the name of the uniform as defined in the shader
  16504. * @param value Define the value to give to the uniform
  16505. * @return the texture itself allowing "fluent" like uniform updates
  16506. */
  16507. setVector3(name: string, value: Vector3): ProceduralTexture;
  16508. /**
  16509. * Set a mat4 in the shader from a MAtrix.
  16510. * @param name Define the name of the uniform as defined in the shader
  16511. * @param value Define the value to give to the uniform
  16512. * @return the texture itself allowing "fluent" like uniform updates
  16513. */
  16514. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16515. /**
  16516. * Render the texture to its associated render target.
  16517. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16518. */
  16519. render(useCameraPostProcess?: boolean): void;
  16520. /**
  16521. * Clone the texture.
  16522. * @returns the cloned texture
  16523. */
  16524. clone(): ProceduralTexture;
  16525. /**
  16526. * Dispose the texture and release its asoociated resources.
  16527. */
  16528. dispose(): void;
  16529. }
  16530. }
  16531. declare module "babylonjs/Particles/baseParticleSystem" {
  16532. import { Nullable } from "babylonjs/types";
  16533. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16535. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16536. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16537. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16538. import { Scene } from "babylonjs/scene";
  16539. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16540. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16541. import { Texture } from "babylonjs/Materials/Textures/texture";
  16542. import { Color4 } from "babylonjs/Maths/math.color";
  16543. import { Animation } from "babylonjs/Animations/animation";
  16544. /**
  16545. * This represents the base class for particle system in Babylon.
  16546. * 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.
  16547. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16548. * @example https://doc.babylonjs.com/babylon101/particles
  16549. */
  16550. export class BaseParticleSystem {
  16551. /**
  16552. * Source color is added to the destination color without alpha affecting the result
  16553. */
  16554. static BLENDMODE_ONEONE: number;
  16555. /**
  16556. * Blend current color and particle color using particle’s alpha
  16557. */
  16558. static BLENDMODE_STANDARD: number;
  16559. /**
  16560. * Add current color and particle color multiplied by particle’s alpha
  16561. */
  16562. static BLENDMODE_ADD: number;
  16563. /**
  16564. * Multiply current color with particle color
  16565. */
  16566. static BLENDMODE_MULTIPLY: number;
  16567. /**
  16568. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_MULTIPLYADD: number;
  16571. /**
  16572. * List of animations used by the particle system.
  16573. */
  16574. animations: Animation[];
  16575. /**
  16576. * The id of the Particle system.
  16577. */
  16578. id: string;
  16579. /**
  16580. * The friendly name of the Particle system.
  16581. */
  16582. name: string;
  16583. /**
  16584. * The rendering group used by the Particle system to chose when to render.
  16585. */
  16586. renderingGroupId: number;
  16587. /**
  16588. * The emitter represents the Mesh or position we are attaching the particle system to.
  16589. */
  16590. emitter: Nullable<AbstractMesh | Vector3>;
  16591. /**
  16592. * The maximum number of particles to emit per frame
  16593. */
  16594. emitRate: number;
  16595. /**
  16596. * If you want to launch only a few particles at once, that can be done, as well.
  16597. */
  16598. manualEmitCount: number;
  16599. /**
  16600. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16601. */
  16602. updateSpeed: number;
  16603. /**
  16604. * The amount of time the particle system is running (depends of the overall update speed).
  16605. */
  16606. targetStopDuration: number;
  16607. /**
  16608. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16609. */
  16610. disposeOnStop: boolean;
  16611. /**
  16612. * Minimum power of emitting particles.
  16613. */
  16614. minEmitPower: number;
  16615. /**
  16616. * Maximum power of emitting particles.
  16617. */
  16618. maxEmitPower: number;
  16619. /**
  16620. * Minimum life time of emitting particles.
  16621. */
  16622. minLifeTime: number;
  16623. /**
  16624. * Maximum life time of emitting particles.
  16625. */
  16626. maxLifeTime: number;
  16627. /**
  16628. * Minimum Size of emitting particles.
  16629. */
  16630. minSize: number;
  16631. /**
  16632. * Maximum Size of emitting particles.
  16633. */
  16634. maxSize: number;
  16635. /**
  16636. * Minimum scale of emitting particles on X axis.
  16637. */
  16638. minScaleX: number;
  16639. /**
  16640. * Maximum scale of emitting particles on X axis.
  16641. */
  16642. maxScaleX: number;
  16643. /**
  16644. * Minimum scale of emitting particles on Y axis.
  16645. */
  16646. minScaleY: number;
  16647. /**
  16648. * Maximum scale of emitting particles on Y axis.
  16649. */
  16650. maxScaleY: number;
  16651. /**
  16652. * Gets or sets the minimal initial rotation in radians.
  16653. */
  16654. minInitialRotation: number;
  16655. /**
  16656. * Gets or sets the maximal initial rotation in radians.
  16657. */
  16658. maxInitialRotation: number;
  16659. /**
  16660. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16661. */
  16662. minAngularSpeed: number;
  16663. /**
  16664. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16665. */
  16666. maxAngularSpeed: number;
  16667. /**
  16668. * The texture used to render each particle. (this can be a spritesheet)
  16669. */
  16670. particleTexture: Nullable<Texture>;
  16671. /**
  16672. * The layer mask we are rendering the particles through.
  16673. */
  16674. layerMask: number;
  16675. /**
  16676. * This can help using your own shader to render the particle system.
  16677. * The according effect will be created
  16678. */
  16679. customShader: any;
  16680. /**
  16681. * By default particle system starts as soon as they are created. This prevents the
  16682. * automatic start to happen and let you decide when to start emitting particles.
  16683. */
  16684. preventAutoStart: boolean;
  16685. private _noiseTexture;
  16686. /**
  16687. * Gets or sets a texture used to add random noise to particle positions
  16688. */
  16689. noiseTexture: Nullable<ProceduralTexture>;
  16690. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16691. noiseStrength: Vector3;
  16692. /**
  16693. * Callback triggered when the particle animation is ending.
  16694. */
  16695. onAnimationEnd: Nullable<() => void>;
  16696. /**
  16697. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16698. */
  16699. blendMode: number;
  16700. /**
  16701. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16702. * to override the particles.
  16703. */
  16704. forceDepthWrite: boolean;
  16705. /** 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 */
  16706. preWarmCycles: number;
  16707. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16708. preWarmStepOffset: number;
  16709. /**
  16710. * 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)
  16711. */
  16712. spriteCellChangeSpeed: number;
  16713. /**
  16714. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16715. */
  16716. startSpriteCellID: number;
  16717. /**
  16718. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16719. */
  16720. endSpriteCellID: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16723. */
  16724. spriteCellWidth: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16727. */
  16728. spriteCellHeight: number;
  16729. /**
  16730. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16731. */
  16732. spriteRandomStartCell: boolean;
  16733. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16734. translationPivot: Vector2;
  16735. /** @hidden */
  16736. protected _isAnimationSheetEnabled: boolean;
  16737. /**
  16738. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16739. */
  16740. beginAnimationOnStart: boolean;
  16741. /**
  16742. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16743. */
  16744. beginAnimationFrom: number;
  16745. /**
  16746. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16747. */
  16748. beginAnimationTo: number;
  16749. /**
  16750. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationLoop: boolean;
  16753. /**
  16754. * Gets or sets a world offset applied to all particles
  16755. */
  16756. worldOffset: Vector3;
  16757. /**
  16758. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16759. */
  16760. isAnimationSheetEnabled: boolean;
  16761. /**
  16762. * Get hosting scene
  16763. * @returns the scene
  16764. */
  16765. getScene(): Scene;
  16766. /**
  16767. * You can use gravity if you want to give an orientation to your particles.
  16768. */
  16769. gravity: Vector3;
  16770. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16771. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16772. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16773. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16774. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16775. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16776. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16777. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16778. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16779. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16780. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16781. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16782. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16783. /**
  16784. * Defines the delay in milliseconds before starting the system (0 by default)
  16785. */
  16786. startDelay: number;
  16787. /**
  16788. * Gets the current list of drag gradients.
  16789. * You must use addDragGradient and removeDragGradient to udpate this list
  16790. * @returns the list of drag gradients
  16791. */
  16792. getDragGradients(): Nullable<Array<FactorGradient>>;
  16793. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16794. limitVelocityDamping: number;
  16795. /**
  16796. * Gets the current list of limit velocity gradients.
  16797. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16798. * @returns the list of limit velocity gradients
  16799. */
  16800. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16801. /**
  16802. * Gets the current list of color gradients.
  16803. * You must use addColorGradient and removeColorGradient to udpate this list
  16804. * @returns the list of color gradients
  16805. */
  16806. getColorGradients(): Nullable<Array<ColorGradient>>;
  16807. /**
  16808. * Gets the current list of size gradients.
  16809. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16810. * @returns the list of size gradients
  16811. */
  16812. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16813. /**
  16814. * Gets the current list of color remap gradients.
  16815. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16816. * @returns the list of color remap gradients
  16817. */
  16818. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16819. /**
  16820. * Gets the current list of alpha remap gradients.
  16821. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16822. * @returns the list of alpha remap gradients
  16823. */
  16824. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16825. /**
  16826. * Gets the current list of life time gradients.
  16827. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16828. * @returns the list of life time gradients
  16829. */
  16830. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16831. /**
  16832. * Gets the current list of angular speed gradients.
  16833. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16834. * @returns the list of angular speed gradients
  16835. */
  16836. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16837. /**
  16838. * Gets the current list of velocity gradients.
  16839. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16840. * @returns the list of velocity gradients
  16841. */
  16842. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16843. /**
  16844. * Gets the current list of start size gradients.
  16845. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16846. * @returns the list of start size gradients
  16847. */
  16848. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16849. /**
  16850. * Gets the current list of emit rate gradients.
  16851. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16852. * @returns the list of emit rate gradients
  16853. */
  16854. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16855. /**
  16856. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16857. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16858. */
  16859. direction1: Vector3;
  16860. /**
  16861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16862. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16863. */
  16864. direction2: Vector3;
  16865. /**
  16866. * 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.
  16867. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16868. */
  16869. minEmitBox: Vector3;
  16870. /**
  16871. * 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.
  16872. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16873. */
  16874. maxEmitBox: Vector3;
  16875. /**
  16876. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16877. */
  16878. color1: Color4;
  16879. /**
  16880. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16881. */
  16882. color2: Color4;
  16883. /**
  16884. * Color the particle will have at the end of its lifetime
  16885. */
  16886. colorDead: Color4;
  16887. /**
  16888. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16889. */
  16890. textureMask: Color4;
  16891. /**
  16892. * The particle emitter type defines the emitter used by the particle system.
  16893. * It can be for example box, sphere, or cone...
  16894. */
  16895. particleEmitterType: IParticleEmitterType;
  16896. /** @hidden */
  16897. _isSubEmitter: boolean;
  16898. /**
  16899. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16900. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16901. */
  16902. billboardMode: number;
  16903. protected _isBillboardBased: boolean;
  16904. /**
  16905. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16906. */
  16907. isBillboardBased: boolean;
  16908. /**
  16909. * The scene the particle system belongs to.
  16910. */
  16911. protected _scene: Scene;
  16912. /**
  16913. * Local cache of defines for image processing.
  16914. */
  16915. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16916. /**
  16917. * Default configuration related to image processing available in the standard Material.
  16918. */
  16919. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16920. /**
  16921. * Gets the image processing configuration used either in this material.
  16922. */
  16923. /**
  16924. * Sets the Default image processing configuration used either in the this material.
  16925. *
  16926. * If sets to null, the scene one is in use.
  16927. */
  16928. imageProcessingConfiguration: ImageProcessingConfiguration;
  16929. /**
  16930. * Attaches a new image processing configuration to the Standard Material.
  16931. * @param configuration
  16932. */
  16933. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16934. /** @hidden */
  16935. protected _reset(): void;
  16936. /** @hidden */
  16937. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16938. /**
  16939. * Instantiates a particle system.
  16940. * 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.
  16941. * @param name The name of the particle system
  16942. */
  16943. constructor(name: string);
  16944. /**
  16945. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16946. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16947. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16948. * @returns the emitter
  16949. */
  16950. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16951. /**
  16952. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16953. * @param radius The radius of the hemisphere to emit from
  16954. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16955. * @returns the emitter
  16956. */
  16957. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16958. /**
  16959. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16960. * @param radius The radius of the sphere to emit from
  16961. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16962. * @returns the emitter
  16963. */
  16964. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16965. /**
  16966. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16967. * @param radius The radius of the sphere to emit from
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16970. * @returns the emitter
  16971. */
  16972. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16975. * @param radius The radius of the emission cylinder
  16976. * @param height The height of the emission cylinder
  16977. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16978. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16979. * @returns the emitter
  16980. */
  16981. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16982. /**
  16983. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16984. * @param radius The radius of the cylinder to emit from
  16985. * @param height The height of the emission cylinder
  16986. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16987. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16988. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16989. * @returns the emitter
  16990. */
  16991. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16992. /**
  16993. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16994. * @param radius The radius of the cone to emit from
  16995. * @param angle The base angle of the cone
  16996. * @returns the emitter
  16997. */
  16998. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16999. /**
  17000. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17001. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17002. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17003. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17004. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17005. * @returns the emitter
  17006. */
  17007. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17008. }
  17009. }
  17010. declare module "babylonjs/Particles/subEmitter" {
  17011. import { Scene } from "babylonjs/scene";
  17012. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17013. /**
  17014. * Type of sub emitter
  17015. */
  17016. export enum SubEmitterType {
  17017. /**
  17018. * Attached to the particle over it's lifetime
  17019. */
  17020. ATTACHED = 0,
  17021. /**
  17022. * Created when the particle dies
  17023. */
  17024. END = 1
  17025. }
  17026. /**
  17027. * Sub emitter class used to emit particles from an existing particle
  17028. */
  17029. export class SubEmitter {
  17030. /**
  17031. * the particle system to be used by the sub emitter
  17032. */
  17033. particleSystem: ParticleSystem;
  17034. /**
  17035. * Type of the submitter (Default: END)
  17036. */
  17037. type: SubEmitterType;
  17038. /**
  17039. * 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)
  17040. * Note: This only is supported when using an emitter of type Mesh
  17041. */
  17042. inheritDirection: boolean;
  17043. /**
  17044. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17045. */
  17046. inheritedVelocityAmount: number;
  17047. /**
  17048. * Creates a sub emitter
  17049. * @param particleSystem the particle system to be used by the sub emitter
  17050. */
  17051. constructor(
  17052. /**
  17053. * the particle system to be used by the sub emitter
  17054. */
  17055. particleSystem: ParticleSystem);
  17056. /**
  17057. * Clones the sub emitter
  17058. * @returns the cloned sub emitter
  17059. */
  17060. clone(): SubEmitter;
  17061. /**
  17062. * Serialize current object to a JSON object
  17063. * @returns the serialized object
  17064. */
  17065. serialize(): any;
  17066. /** @hidden */
  17067. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17068. /**
  17069. * Creates a new SubEmitter from a serialized JSON version
  17070. * @param serializationObject defines the JSON object to read from
  17071. * @param scene defines the hosting scene
  17072. * @param rootUrl defines the rootUrl for data loading
  17073. * @returns a new SubEmitter
  17074. */
  17075. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17076. /** Release associated resources */
  17077. dispose(): void;
  17078. }
  17079. }
  17080. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17081. /** @hidden */
  17082. export var clipPlaneFragmentDeclaration: {
  17083. name: string;
  17084. shader: string;
  17085. };
  17086. }
  17087. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17088. /** @hidden */
  17089. export var imageProcessingDeclaration: {
  17090. name: string;
  17091. shader: string;
  17092. };
  17093. }
  17094. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17095. /** @hidden */
  17096. export var imageProcessingFunctions: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17102. /** @hidden */
  17103. export var clipPlaneFragment: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/particles.fragment" {
  17109. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17110. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17111. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17112. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17113. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17114. /** @hidden */
  17115. export var particlesPixelShader: {
  17116. name: string;
  17117. shader: string;
  17118. };
  17119. }
  17120. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17121. /** @hidden */
  17122. export var clipPlaneVertexDeclaration: {
  17123. name: string;
  17124. shader: string;
  17125. };
  17126. }
  17127. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17128. /** @hidden */
  17129. export var clipPlaneVertex: {
  17130. name: string;
  17131. shader: string;
  17132. };
  17133. }
  17134. declare module "babylonjs/Shaders/particles.vertex" {
  17135. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17136. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17137. /** @hidden */
  17138. export var particlesVertexShader: {
  17139. name: string;
  17140. shader: string;
  17141. };
  17142. }
  17143. declare module "babylonjs/Particles/particleSystem" {
  17144. import { Nullable } from "babylonjs/types";
  17145. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17146. import { Observable } from "babylonjs/Misc/observable";
  17147. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17148. import { Effect } from "babylonjs/Materials/effect";
  17149. import { Scene, IDisposable } from "babylonjs/scene";
  17150. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17151. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17152. import { Particle } from "babylonjs/Particles/particle";
  17153. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17154. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17155. import "babylonjs/Shaders/particles.fragment";
  17156. import "babylonjs/Shaders/particles.vertex";
  17157. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17158. /**
  17159. * This represents a particle system in Babylon.
  17160. * 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.
  17161. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17162. * @example https://doc.babylonjs.com/babylon101/particles
  17163. */
  17164. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17165. /**
  17166. * Billboard mode will only apply to Y axis
  17167. */
  17168. static readonly BILLBOARDMODE_Y: number;
  17169. /**
  17170. * Billboard mode will apply to all axes
  17171. */
  17172. static readonly BILLBOARDMODE_ALL: number;
  17173. /**
  17174. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17175. */
  17176. static readonly BILLBOARDMODE_STRETCHED: number;
  17177. /**
  17178. * This function can be defined to provide custom update for active particles.
  17179. * This function will be called instead of regular update (age, position, color, etc.).
  17180. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17181. */
  17182. updateFunction: (particles: Particle[]) => void;
  17183. private _emitterWorldMatrix;
  17184. /**
  17185. * This function can be defined to specify initial direction for every new particle.
  17186. * It by default use the emitterType defined function
  17187. */
  17188. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17189. /**
  17190. * This function can be defined to specify initial position for every new particle.
  17191. * It by default use the emitterType defined function
  17192. */
  17193. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17194. /**
  17195. * @hidden
  17196. */
  17197. _inheritedVelocityOffset: Vector3;
  17198. /**
  17199. * An event triggered when the system is disposed
  17200. */
  17201. onDisposeObservable: Observable<ParticleSystem>;
  17202. private _onDisposeObserver;
  17203. /**
  17204. * Sets a callback that will be triggered when the system is disposed
  17205. */
  17206. onDispose: () => void;
  17207. private _particles;
  17208. private _epsilon;
  17209. private _capacity;
  17210. private _stockParticles;
  17211. private _newPartsExcess;
  17212. private _vertexData;
  17213. private _vertexBuffer;
  17214. private _vertexBuffers;
  17215. private _spriteBuffer;
  17216. private _indexBuffer;
  17217. private _effect;
  17218. private _customEffect;
  17219. private _cachedDefines;
  17220. private _scaledColorStep;
  17221. private _colorDiff;
  17222. private _scaledDirection;
  17223. private _scaledGravity;
  17224. private _currentRenderId;
  17225. private _alive;
  17226. private _useInstancing;
  17227. private _started;
  17228. private _stopped;
  17229. private _actualFrame;
  17230. private _scaledUpdateSpeed;
  17231. private _vertexBufferSize;
  17232. /** @hidden */
  17233. _currentEmitRateGradient: Nullable<FactorGradient>;
  17234. /** @hidden */
  17235. _currentEmitRate1: number;
  17236. /** @hidden */
  17237. _currentEmitRate2: number;
  17238. /** @hidden */
  17239. _currentStartSizeGradient: Nullable<FactorGradient>;
  17240. /** @hidden */
  17241. _currentStartSize1: number;
  17242. /** @hidden */
  17243. _currentStartSize2: number;
  17244. private readonly _rawTextureWidth;
  17245. private _rampGradientsTexture;
  17246. private _useRampGradients;
  17247. /** Gets or sets a boolean indicating that ramp gradients must be used
  17248. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17249. */
  17250. useRampGradients: boolean;
  17251. /**
  17252. * 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.
  17253. * 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: [])
  17254. */
  17255. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17256. private _subEmitters;
  17257. /**
  17258. * @hidden
  17259. * If the particle systems emitter should be disposed when the particle system is disposed
  17260. */
  17261. _disposeEmitterOnDispose: boolean;
  17262. /**
  17263. * The current active Sub-systems, this property is used by the root particle system only.
  17264. */
  17265. activeSubSystems: Array<ParticleSystem>;
  17266. private _rootParticleSystem;
  17267. /**
  17268. * Gets the current list of active particles
  17269. */
  17270. readonly particles: Particle[];
  17271. /**
  17272. * Returns the string "ParticleSystem"
  17273. * @returns a string containing the class name
  17274. */
  17275. getClassName(): string;
  17276. /**
  17277. * Instantiates a particle system.
  17278. * 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.
  17279. * @param name The name of the particle system
  17280. * @param capacity The max number of particles alive at the same time
  17281. * @param scene The scene the particle system belongs to
  17282. * @param customEffect a custom effect used to change the way particles are rendered by default
  17283. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17284. * @param epsilon Offset used to render the particles
  17285. */
  17286. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17287. private _addFactorGradient;
  17288. private _removeFactorGradient;
  17289. /**
  17290. * Adds a new life time gradient
  17291. * @param gradient defines the gradient to use (between 0 and 1)
  17292. * @param factor defines the life time factor to affect to the specified gradient
  17293. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17294. * @returns the current particle system
  17295. */
  17296. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17297. /**
  17298. * Remove a specific life time gradient
  17299. * @param gradient defines the gradient to remove
  17300. * @returns the current particle system
  17301. */
  17302. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17303. /**
  17304. * Adds a new size gradient
  17305. * @param gradient defines the gradient to use (between 0 and 1)
  17306. * @param factor defines the size factor to affect to the specified gradient
  17307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17308. * @returns the current particle system
  17309. */
  17310. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17311. /**
  17312. * Remove a specific size gradient
  17313. * @param gradient defines the gradient to remove
  17314. * @returns the current particle system
  17315. */
  17316. removeSizeGradient(gradient: number): IParticleSystem;
  17317. /**
  17318. * Adds a new color remap gradient
  17319. * @param gradient defines the gradient to use (between 0 and 1)
  17320. * @param min defines the color remap minimal range
  17321. * @param max defines the color remap maximal range
  17322. * @returns the current particle system
  17323. */
  17324. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17325. /**
  17326. * Remove a specific color remap gradient
  17327. * @param gradient defines the gradient to remove
  17328. * @returns the current particle system
  17329. */
  17330. removeColorRemapGradient(gradient: number): IParticleSystem;
  17331. /**
  17332. * Adds a new alpha remap gradient
  17333. * @param gradient defines the gradient to use (between 0 and 1)
  17334. * @param min defines the alpha remap minimal range
  17335. * @param max defines the alpha remap maximal range
  17336. * @returns the current particle system
  17337. */
  17338. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17339. /**
  17340. * Remove a specific alpha remap gradient
  17341. * @param gradient defines the gradient to remove
  17342. * @returns the current particle system
  17343. */
  17344. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17345. /**
  17346. * Adds a new angular speed gradient
  17347. * @param gradient defines the gradient to use (between 0 and 1)
  17348. * @param factor defines the angular speed to affect to the specified gradient
  17349. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17350. * @returns the current particle system
  17351. */
  17352. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17353. /**
  17354. * Remove a specific angular speed gradient
  17355. * @param gradient defines the gradient to remove
  17356. * @returns the current particle system
  17357. */
  17358. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17359. /**
  17360. * Adds a new velocity gradient
  17361. * @param gradient defines the gradient to use (between 0 and 1)
  17362. * @param factor defines the velocity to affect to the specified gradient
  17363. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17364. * @returns the current particle system
  17365. */
  17366. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17367. /**
  17368. * Remove a specific velocity gradient
  17369. * @param gradient defines the gradient to remove
  17370. * @returns the current particle system
  17371. */
  17372. removeVelocityGradient(gradient: number): IParticleSystem;
  17373. /**
  17374. * Adds a new limit velocity gradient
  17375. * @param gradient defines the gradient to use (between 0 and 1)
  17376. * @param factor defines the limit velocity value to affect to the specified gradient
  17377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17378. * @returns the current particle system
  17379. */
  17380. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17381. /**
  17382. * Remove a specific limit velocity gradient
  17383. * @param gradient defines the gradient to remove
  17384. * @returns the current particle system
  17385. */
  17386. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17387. /**
  17388. * Adds a new drag gradient
  17389. * @param gradient defines the gradient to use (between 0 and 1)
  17390. * @param factor defines the drag value to affect to the specified gradient
  17391. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17392. * @returns the current particle system
  17393. */
  17394. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17395. /**
  17396. * Remove a specific drag gradient
  17397. * @param gradient defines the gradient to remove
  17398. * @returns the current particle system
  17399. */
  17400. removeDragGradient(gradient: number): IParticleSystem;
  17401. /**
  17402. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17403. * @param gradient defines the gradient to use (between 0 and 1)
  17404. * @param factor defines the emit rate value to affect to the specified gradient
  17405. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17406. * @returns the current particle system
  17407. */
  17408. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17409. /**
  17410. * Remove a specific emit rate gradient
  17411. * @param gradient defines the gradient to remove
  17412. * @returns the current particle system
  17413. */
  17414. removeEmitRateGradient(gradient: number): IParticleSystem;
  17415. /**
  17416. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17417. * @param gradient defines the gradient to use (between 0 and 1)
  17418. * @param factor defines the start size value to affect to the specified gradient
  17419. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17420. * @returns the current particle system
  17421. */
  17422. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17423. /**
  17424. * Remove a specific start size gradient
  17425. * @param gradient defines the gradient to remove
  17426. * @returns the current particle system
  17427. */
  17428. removeStartSizeGradient(gradient: number): IParticleSystem;
  17429. private _createRampGradientTexture;
  17430. /**
  17431. * Gets the current list of ramp gradients.
  17432. * You must use addRampGradient and removeRampGradient to udpate this list
  17433. * @returns the list of ramp gradients
  17434. */
  17435. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17436. /**
  17437. * Adds a new ramp gradient used to remap particle colors
  17438. * @param gradient defines the gradient to use (between 0 and 1)
  17439. * @param color defines the color to affect to the specified gradient
  17440. * @returns the current particle system
  17441. */
  17442. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17443. /**
  17444. * Remove a specific ramp gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeRampGradient(gradient: number): ParticleSystem;
  17449. /**
  17450. * Adds a new color gradient
  17451. * @param gradient defines the gradient to use (between 0 and 1)
  17452. * @param color1 defines the color to affect to the specified gradient
  17453. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17454. * @returns this particle system
  17455. */
  17456. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17457. /**
  17458. * Remove a specific color gradient
  17459. * @param gradient defines the gradient to remove
  17460. * @returns this particle system
  17461. */
  17462. removeColorGradient(gradient: number): IParticleSystem;
  17463. private _fetchR;
  17464. protected _reset(): void;
  17465. private _resetEffect;
  17466. private _createVertexBuffers;
  17467. private _createIndexBuffer;
  17468. /**
  17469. * Gets the maximum number of particles active at the same time.
  17470. * @returns The max number of active particles.
  17471. */
  17472. getCapacity(): number;
  17473. /**
  17474. * Gets whether there are still active particles in the system.
  17475. * @returns True if it is alive, otherwise false.
  17476. */
  17477. isAlive(): boolean;
  17478. /**
  17479. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17480. * @returns True if it has been started, otherwise false.
  17481. */
  17482. isStarted(): boolean;
  17483. private _prepareSubEmitterInternalArray;
  17484. /**
  17485. * Starts the particle system and begins to emit
  17486. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17487. */
  17488. start(delay?: number): void;
  17489. /**
  17490. * Stops the particle system.
  17491. * @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.
  17492. */
  17493. stop(stopSubEmitters?: boolean): void;
  17494. /**
  17495. * Remove all active particles
  17496. */
  17497. reset(): void;
  17498. /**
  17499. * @hidden (for internal use only)
  17500. */
  17501. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17502. /**
  17503. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17504. * Its lifetime will start back at 0.
  17505. */
  17506. recycleParticle: (particle: Particle) => void;
  17507. private _stopSubEmitters;
  17508. private _createParticle;
  17509. private _removeFromRoot;
  17510. private _emitFromParticle;
  17511. private _update;
  17512. /** @hidden */
  17513. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17514. /** @hidden */
  17515. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17516. /** @hidden */
  17517. private _getEffect;
  17518. /**
  17519. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17520. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17521. */
  17522. animate(preWarmOnly?: boolean): void;
  17523. private _appendParticleVertices;
  17524. /**
  17525. * Rebuilds the particle system.
  17526. */
  17527. rebuild(): void;
  17528. /**
  17529. * Is this system ready to be used/rendered
  17530. * @return true if the system is ready
  17531. */
  17532. isReady(): boolean;
  17533. private _render;
  17534. /**
  17535. * Renders the particle system in its current state.
  17536. * @returns the current number of particles
  17537. */
  17538. render(): number;
  17539. /**
  17540. * Disposes the particle system and free the associated resources
  17541. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17542. */
  17543. dispose(disposeTexture?: boolean): void;
  17544. /**
  17545. * Clones the particle system.
  17546. * @param name The name of the cloned object
  17547. * @param newEmitter The new emitter to use
  17548. * @returns the cloned particle system
  17549. */
  17550. clone(name: string, newEmitter: any): ParticleSystem;
  17551. /**
  17552. * Serializes the particle system to a JSON object.
  17553. * @returns the JSON object
  17554. */
  17555. serialize(): any;
  17556. /** @hidden */
  17557. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17558. /** @hidden */
  17559. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17560. /**
  17561. * Parses a JSON object to create a particle system.
  17562. * @param parsedParticleSystem The JSON object to parse
  17563. * @param scene The scene to create the particle system in
  17564. * @param rootUrl The root url to use to load external dependencies like texture
  17565. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17566. * @returns the Parsed particle system
  17567. */
  17568. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17569. }
  17570. }
  17571. declare module "babylonjs/Particles/particle" {
  17572. import { Nullable } from "babylonjs/types";
  17573. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17574. import { Color4 } from "babylonjs/Maths/math.color";
  17575. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17576. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17577. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17578. /**
  17579. * A particle represents one of the element emitted by a particle system.
  17580. * This is mainly define by its coordinates, direction, velocity and age.
  17581. */
  17582. export class Particle {
  17583. /**
  17584. * The particle system the particle belongs to.
  17585. */
  17586. particleSystem: ParticleSystem;
  17587. private static _Count;
  17588. /**
  17589. * Unique ID of the particle
  17590. */
  17591. id: number;
  17592. /**
  17593. * The world position of the particle in the scene.
  17594. */
  17595. position: Vector3;
  17596. /**
  17597. * The world direction of the particle in the scene.
  17598. */
  17599. direction: Vector3;
  17600. /**
  17601. * The color of the particle.
  17602. */
  17603. color: Color4;
  17604. /**
  17605. * The color change of the particle per step.
  17606. */
  17607. colorStep: Color4;
  17608. /**
  17609. * Defines how long will the life of the particle be.
  17610. */
  17611. lifeTime: number;
  17612. /**
  17613. * The current age of the particle.
  17614. */
  17615. age: number;
  17616. /**
  17617. * The current size of the particle.
  17618. */
  17619. size: number;
  17620. /**
  17621. * The current scale of the particle.
  17622. */
  17623. scale: Vector2;
  17624. /**
  17625. * The current angle of the particle.
  17626. */
  17627. angle: number;
  17628. /**
  17629. * Defines how fast is the angle changing.
  17630. */
  17631. angularSpeed: number;
  17632. /**
  17633. * Defines the cell index used by the particle to be rendered from a sprite.
  17634. */
  17635. cellIndex: number;
  17636. /**
  17637. * The information required to support color remapping
  17638. */
  17639. remapData: Vector4;
  17640. /** @hidden */
  17641. _randomCellOffset?: number;
  17642. /** @hidden */
  17643. _initialDirection: Nullable<Vector3>;
  17644. /** @hidden */
  17645. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17646. /** @hidden */
  17647. _initialStartSpriteCellID: number;
  17648. /** @hidden */
  17649. _initialEndSpriteCellID: number;
  17650. /** @hidden */
  17651. _currentColorGradient: Nullable<ColorGradient>;
  17652. /** @hidden */
  17653. _currentColor1: Color4;
  17654. /** @hidden */
  17655. _currentColor2: Color4;
  17656. /** @hidden */
  17657. _currentSizeGradient: Nullable<FactorGradient>;
  17658. /** @hidden */
  17659. _currentSize1: number;
  17660. /** @hidden */
  17661. _currentSize2: number;
  17662. /** @hidden */
  17663. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17664. /** @hidden */
  17665. _currentAngularSpeed1: number;
  17666. /** @hidden */
  17667. _currentAngularSpeed2: number;
  17668. /** @hidden */
  17669. _currentVelocityGradient: Nullable<FactorGradient>;
  17670. /** @hidden */
  17671. _currentVelocity1: number;
  17672. /** @hidden */
  17673. _currentVelocity2: number;
  17674. /** @hidden */
  17675. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17676. /** @hidden */
  17677. _currentLimitVelocity1: number;
  17678. /** @hidden */
  17679. _currentLimitVelocity2: number;
  17680. /** @hidden */
  17681. _currentDragGradient: Nullable<FactorGradient>;
  17682. /** @hidden */
  17683. _currentDrag1: number;
  17684. /** @hidden */
  17685. _currentDrag2: number;
  17686. /** @hidden */
  17687. _randomNoiseCoordinates1: Vector3;
  17688. /** @hidden */
  17689. _randomNoiseCoordinates2: Vector3;
  17690. /**
  17691. * Creates a new instance Particle
  17692. * @param particleSystem the particle system the particle belongs to
  17693. */
  17694. constructor(
  17695. /**
  17696. * The particle system the particle belongs to.
  17697. */
  17698. particleSystem: ParticleSystem);
  17699. private updateCellInfoFromSystem;
  17700. /**
  17701. * Defines how the sprite cell index is updated for the particle
  17702. */
  17703. updateCellIndex(): void;
  17704. /** @hidden */
  17705. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17706. /** @hidden */
  17707. _inheritParticleInfoToSubEmitters(): void;
  17708. /** @hidden */
  17709. _reset(): void;
  17710. /**
  17711. * Copy the properties of particle to another one.
  17712. * @param other the particle to copy the information to.
  17713. */
  17714. copyTo(other: Particle): void;
  17715. }
  17716. }
  17717. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17718. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17719. import { Effect } from "babylonjs/Materials/effect";
  17720. import { Particle } from "babylonjs/Particles/particle";
  17721. /**
  17722. * Particle emitter represents a volume emitting particles.
  17723. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17724. */
  17725. export interface IParticleEmitterType {
  17726. /**
  17727. * Called by the particle System when the direction is computed for the created particle.
  17728. * @param worldMatrix is the world matrix of the particle system
  17729. * @param directionToUpdate is the direction vector to update with the result
  17730. * @param particle is the particle we are computed the direction for
  17731. */
  17732. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17733. /**
  17734. * Called by the particle System when the position is computed for the created particle.
  17735. * @param worldMatrix is the world matrix of the particle system
  17736. * @param positionToUpdate is the position vector to update with the result
  17737. * @param particle is the particle we are computed the position for
  17738. */
  17739. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17740. /**
  17741. * Clones the current emitter and returns a copy of it
  17742. * @returns the new emitter
  17743. */
  17744. clone(): IParticleEmitterType;
  17745. /**
  17746. * Called by the GPUParticleSystem to setup the update shader
  17747. * @param effect defines the update shader
  17748. */
  17749. applyToShader(effect: Effect): void;
  17750. /**
  17751. * Returns a string to use to update the GPU particles update shader
  17752. * @returns the effect defines string
  17753. */
  17754. getEffectDefines(): string;
  17755. /**
  17756. * Returns a string representing the class name
  17757. * @returns a string containing the class name
  17758. */
  17759. getClassName(): string;
  17760. /**
  17761. * Serializes the particle system to a JSON object.
  17762. * @returns the JSON object
  17763. */
  17764. serialize(): any;
  17765. /**
  17766. * Parse properties from a JSON object
  17767. * @param serializationObject defines the JSON object
  17768. */
  17769. parse(serializationObject: any): void;
  17770. }
  17771. }
  17772. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17774. import { Effect } from "babylonjs/Materials/effect";
  17775. import { Particle } from "babylonjs/Particles/particle";
  17776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17777. /**
  17778. * Particle emitter emitting particles from the inside of a box.
  17779. * It emits the particles randomly between 2 given directions.
  17780. */
  17781. export class BoxParticleEmitter implements IParticleEmitterType {
  17782. /**
  17783. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17784. */
  17785. direction1: Vector3;
  17786. /**
  17787. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17788. */
  17789. direction2: Vector3;
  17790. /**
  17791. * 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.
  17792. */
  17793. minEmitBox: Vector3;
  17794. /**
  17795. * 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.
  17796. */
  17797. maxEmitBox: Vector3;
  17798. /**
  17799. * Creates a new instance BoxParticleEmitter
  17800. */
  17801. constructor();
  17802. /**
  17803. * Called by the particle System when the direction is computed for the created particle.
  17804. * @param worldMatrix is the world matrix of the particle system
  17805. * @param directionToUpdate is the direction vector to update with the result
  17806. * @param particle is the particle we are computed the direction for
  17807. */
  17808. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17809. /**
  17810. * Called by the particle System when the position is computed for the created particle.
  17811. * @param worldMatrix is the world matrix of the particle system
  17812. * @param positionToUpdate is the position vector to update with the result
  17813. * @param particle is the particle we are computed the position for
  17814. */
  17815. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17816. /**
  17817. * Clones the current emitter and returns a copy of it
  17818. * @returns the new emitter
  17819. */
  17820. clone(): BoxParticleEmitter;
  17821. /**
  17822. * Called by the GPUParticleSystem to setup the update shader
  17823. * @param effect defines the update shader
  17824. */
  17825. applyToShader(effect: Effect): void;
  17826. /**
  17827. * Returns a string to use to update the GPU particles update shader
  17828. * @returns a string containng the defines string
  17829. */
  17830. getEffectDefines(): string;
  17831. /**
  17832. * Returns the string "BoxParticleEmitter"
  17833. * @returns a string containing the class name
  17834. */
  17835. getClassName(): string;
  17836. /**
  17837. * Serializes the particle system to a JSON object.
  17838. * @returns the JSON object
  17839. */
  17840. serialize(): any;
  17841. /**
  17842. * Parse properties from a JSON object
  17843. * @param serializationObject defines the JSON object
  17844. */
  17845. parse(serializationObject: any): void;
  17846. }
  17847. }
  17848. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17849. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17850. import { Effect } from "babylonjs/Materials/effect";
  17851. import { Particle } from "babylonjs/Particles/particle";
  17852. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17853. /**
  17854. * Particle emitter emitting particles from the inside of a cone.
  17855. * It emits the particles alongside the cone volume from the base to the particle.
  17856. * The emission direction might be randomized.
  17857. */
  17858. export class ConeParticleEmitter implements IParticleEmitterType {
  17859. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17860. directionRandomizer: number;
  17861. private _radius;
  17862. private _angle;
  17863. private _height;
  17864. /**
  17865. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17866. */
  17867. radiusRange: number;
  17868. /**
  17869. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17870. */
  17871. heightRange: number;
  17872. /**
  17873. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17874. */
  17875. emitFromSpawnPointOnly: boolean;
  17876. /**
  17877. * Gets or sets the radius of the emission cone
  17878. */
  17879. radius: number;
  17880. /**
  17881. * Gets or sets the angle of the emission cone
  17882. */
  17883. angle: number;
  17884. private _buildHeight;
  17885. /**
  17886. * Creates a new instance ConeParticleEmitter
  17887. * @param radius the radius of the emission cone (1 by default)
  17888. * @param angle the cone base angle (PI by default)
  17889. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17890. */
  17891. constructor(radius?: number, angle?: number,
  17892. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17893. directionRandomizer?: number);
  17894. /**
  17895. * Called by the particle System when the direction is computed for the created particle.
  17896. * @param worldMatrix is the world matrix of the particle system
  17897. * @param directionToUpdate is the direction vector to update with the result
  17898. * @param particle is the particle we are computed the direction for
  17899. */
  17900. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17901. /**
  17902. * Called by the particle System when the position is computed for the created particle.
  17903. * @param worldMatrix is the world matrix of the particle system
  17904. * @param positionToUpdate is the position vector to update with the result
  17905. * @param particle is the particle we are computed the position for
  17906. */
  17907. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17908. /**
  17909. * Clones the current emitter and returns a copy of it
  17910. * @returns the new emitter
  17911. */
  17912. clone(): ConeParticleEmitter;
  17913. /**
  17914. * Called by the GPUParticleSystem to setup the update shader
  17915. * @param effect defines the update shader
  17916. */
  17917. applyToShader(effect: Effect): void;
  17918. /**
  17919. * Returns a string to use to update the GPU particles update shader
  17920. * @returns a string containng the defines string
  17921. */
  17922. getEffectDefines(): string;
  17923. /**
  17924. * Returns the string "ConeParticleEmitter"
  17925. * @returns a string containing the class name
  17926. */
  17927. getClassName(): string;
  17928. /**
  17929. * Serializes the particle system to a JSON object.
  17930. * @returns the JSON object
  17931. */
  17932. serialize(): any;
  17933. /**
  17934. * Parse properties from a JSON object
  17935. * @param serializationObject defines the JSON object
  17936. */
  17937. parse(serializationObject: any): void;
  17938. }
  17939. }
  17940. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17941. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17942. import { Effect } from "babylonjs/Materials/effect";
  17943. import { Particle } from "babylonjs/Particles/particle";
  17944. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17945. /**
  17946. * Particle emitter emitting particles from the inside of a cylinder.
  17947. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17948. */
  17949. export class CylinderParticleEmitter implements IParticleEmitterType {
  17950. /**
  17951. * The radius of the emission cylinder.
  17952. */
  17953. radius: number;
  17954. /**
  17955. * The height of the emission cylinder.
  17956. */
  17957. height: number;
  17958. /**
  17959. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17960. */
  17961. radiusRange: number;
  17962. /**
  17963. * How much to randomize the particle direction [0-1].
  17964. */
  17965. directionRandomizer: number;
  17966. /**
  17967. * Creates a new instance CylinderParticleEmitter
  17968. * @param radius the radius of the emission cylinder (1 by default)
  17969. * @param height the height of the emission cylinder (1 by default)
  17970. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17972. */
  17973. constructor(
  17974. /**
  17975. * The radius of the emission cylinder.
  17976. */
  17977. radius?: number,
  17978. /**
  17979. * The height of the emission cylinder.
  17980. */
  17981. height?: number,
  17982. /**
  17983. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17984. */
  17985. radiusRange?: number,
  17986. /**
  17987. * How much to randomize the particle direction [0-1].
  17988. */
  17989. directionRandomizer?: number);
  17990. /**
  17991. * Called by the particle System when the direction is computed for the created particle.
  17992. * @param worldMatrix is the world matrix of the particle system
  17993. * @param directionToUpdate is the direction vector to update with the result
  17994. * @param particle is the particle we are computed the direction for
  17995. */
  17996. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17997. /**
  17998. * Called by the particle System when the position is computed for the created particle.
  17999. * @param worldMatrix is the world matrix of the particle system
  18000. * @param positionToUpdate is the position vector to update with the result
  18001. * @param particle is the particle we are computed the position for
  18002. */
  18003. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18004. /**
  18005. * Clones the current emitter and returns a copy of it
  18006. * @returns the new emitter
  18007. */
  18008. clone(): CylinderParticleEmitter;
  18009. /**
  18010. * Called by the GPUParticleSystem to setup the update shader
  18011. * @param effect defines the update shader
  18012. */
  18013. applyToShader(effect: Effect): void;
  18014. /**
  18015. * Returns a string to use to update the GPU particles update shader
  18016. * @returns a string containng the defines string
  18017. */
  18018. getEffectDefines(): string;
  18019. /**
  18020. * Returns the string "CylinderParticleEmitter"
  18021. * @returns a string containing the class name
  18022. */
  18023. getClassName(): string;
  18024. /**
  18025. * Serializes the particle system to a JSON object.
  18026. * @returns the JSON object
  18027. */
  18028. serialize(): any;
  18029. /**
  18030. * Parse properties from a JSON object
  18031. * @param serializationObject defines the JSON object
  18032. */
  18033. parse(serializationObject: any): void;
  18034. }
  18035. /**
  18036. * Particle emitter emitting particles from the inside of a cylinder.
  18037. * It emits the particles randomly between two vectors.
  18038. */
  18039. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18040. /**
  18041. * The min limit of the emission direction.
  18042. */
  18043. direction1: Vector3;
  18044. /**
  18045. * The max limit of the emission direction.
  18046. */
  18047. direction2: Vector3;
  18048. /**
  18049. * Creates a new instance CylinderDirectedParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param direction1 the min limit of the emission direction (up vector by default)
  18054. * @param direction2 the max limit of the emission direction (up vector by default)
  18055. */
  18056. constructor(radius?: number, height?: number, radiusRange?: number,
  18057. /**
  18058. * The min limit of the emission direction.
  18059. */
  18060. direction1?: Vector3,
  18061. /**
  18062. * The max limit of the emission direction.
  18063. */
  18064. direction2?: Vector3);
  18065. /**
  18066. * Called by the particle System when the direction is computed for the created particle.
  18067. * @param worldMatrix is the world matrix of the particle system
  18068. * @param directionToUpdate is the direction vector to update with the result
  18069. * @param particle is the particle we are computed the direction for
  18070. */
  18071. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18072. /**
  18073. * Clones the current emitter and returns a copy of it
  18074. * @returns the new emitter
  18075. */
  18076. clone(): CylinderDirectedParticleEmitter;
  18077. /**
  18078. * Called by the GPUParticleSystem to setup the update shader
  18079. * @param effect defines the update shader
  18080. */
  18081. applyToShader(effect: Effect): void;
  18082. /**
  18083. * Returns a string to use to update the GPU particles update shader
  18084. * @returns a string containng the defines string
  18085. */
  18086. getEffectDefines(): string;
  18087. /**
  18088. * Returns the string "CylinderDirectedParticleEmitter"
  18089. * @returns a string containing the class name
  18090. */
  18091. getClassName(): string;
  18092. /**
  18093. * Serializes the particle system to a JSON object.
  18094. * @returns the JSON object
  18095. */
  18096. serialize(): any;
  18097. /**
  18098. * Parse properties from a JSON object
  18099. * @param serializationObject defines the JSON object
  18100. */
  18101. parse(serializationObject: any): void;
  18102. }
  18103. }
  18104. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18105. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18106. import { Effect } from "babylonjs/Materials/effect";
  18107. import { Particle } from "babylonjs/Particles/particle";
  18108. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18109. /**
  18110. * Particle emitter emitting particles from the inside of a hemisphere.
  18111. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18112. */
  18113. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius: number;
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange: number;
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer: number;
  18126. /**
  18127. * Creates a new instance HemisphericParticleEmitter
  18128. * @param radius the radius of the emission hemisphere (1 by default)
  18129. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18130. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18131. */
  18132. constructor(
  18133. /**
  18134. * The radius of the emission hemisphere.
  18135. */
  18136. radius?: number,
  18137. /**
  18138. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18139. */
  18140. radiusRange?: number,
  18141. /**
  18142. * How much to randomize the particle direction [0-1].
  18143. */
  18144. directionRandomizer?: number);
  18145. /**
  18146. * Called by the particle System when the direction is computed for the created particle.
  18147. * @param worldMatrix is the world matrix of the particle system
  18148. * @param directionToUpdate is the direction vector to update with the result
  18149. * @param particle is the particle we are computed the direction for
  18150. */
  18151. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18152. /**
  18153. * Called by the particle System when the position is computed for the created particle.
  18154. * @param worldMatrix is the world matrix of the particle system
  18155. * @param positionToUpdate is the position vector to update with the result
  18156. * @param particle is the particle we are computed the position for
  18157. */
  18158. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18159. /**
  18160. * Clones the current emitter and returns a copy of it
  18161. * @returns the new emitter
  18162. */
  18163. clone(): HemisphericParticleEmitter;
  18164. /**
  18165. * Called by the GPUParticleSystem to setup the update shader
  18166. * @param effect defines the update shader
  18167. */
  18168. applyToShader(effect: Effect): void;
  18169. /**
  18170. * Returns a string to use to update the GPU particles update shader
  18171. * @returns a string containng the defines string
  18172. */
  18173. getEffectDefines(): string;
  18174. /**
  18175. * Returns the string "HemisphericParticleEmitter"
  18176. * @returns a string containing the class name
  18177. */
  18178. getClassName(): string;
  18179. /**
  18180. * Serializes the particle system to a JSON object.
  18181. * @returns the JSON object
  18182. */
  18183. serialize(): any;
  18184. /**
  18185. * Parse properties from a JSON object
  18186. * @param serializationObject defines the JSON object
  18187. */
  18188. parse(serializationObject: any): void;
  18189. }
  18190. }
  18191. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18192. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18193. import { Effect } from "babylonjs/Materials/effect";
  18194. import { Particle } from "babylonjs/Particles/particle";
  18195. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18196. /**
  18197. * Particle emitter emitting particles from a point.
  18198. * It emits the particles randomly between 2 given directions.
  18199. */
  18200. export class PointParticleEmitter implements IParticleEmitterType {
  18201. /**
  18202. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18203. */
  18204. direction1: Vector3;
  18205. /**
  18206. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18207. */
  18208. direction2: Vector3;
  18209. /**
  18210. * Creates a new instance PointParticleEmitter
  18211. */
  18212. constructor();
  18213. /**
  18214. * Called by the particle System when the direction is computed for the created particle.
  18215. * @param worldMatrix is the world matrix of the particle system
  18216. * @param directionToUpdate is the direction vector to update with the result
  18217. * @param particle is the particle we are computed the direction for
  18218. */
  18219. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18220. /**
  18221. * Called by the particle System when the position is computed for the created particle.
  18222. * @param worldMatrix is the world matrix of the particle system
  18223. * @param positionToUpdate is the position vector to update with the result
  18224. * @param particle is the particle we are computed the position for
  18225. */
  18226. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18227. /**
  18228. * Clones the current emitter and returns a copy of it
  18229. * @returns the new emitter
  18230. */
  18231. clone(): PointParticleEmitter;
  18232. /**
  18233. * Called by the GPUParticleSystem to setup the update shader
  18234. * @param effect defines the update shader
  18235. */
  18236. applyToShader(effect: Effect): void;
  18237. /**
  18238. * Returns a string to use to update the GPU particles update shader
  18239. * @returns a string containng the defines string
  18240. */
  18241. getEffectDefines(): string;
  18242. /**
  18243. * Returns the string "PointParticleEmitter"
  18244. * @returns a string containing the class name
  18245. */
  18246. getClassName(): string;
  18247. /**
  18248. * Serializes the particle system to a JSON object.
  18249. * @returns the JSON object
  18250. */
  18251. serialize(): any;
  18252. /**
  18253. * Parse properties from a JSON object
  18254. * @param serializationObject defines the JSON object
  18255. */
  18256. parse(serializationObject: any): void;
  18257. }
  18258. }
  18259. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18260. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18261. import { Effect } from "babylonjs/Materials/effect";
  18262. import { Particle } from "babylonjs/Particles/particle";
  18263. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18264. /**
  18265. * Particle emitter emitting particles from the inside of a sphere.
  18266. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18267. */
  18268. export class SphereParticleEmitter implements IParticleEmitterType {
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius: number;
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange: number;
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer: number;
  18281. /**
  18282. * Creates a new instance SphereParticleEmitter
  18283. * @param radius the radius of the emission sphere (1 by default)
  18284. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18285. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18286. */
  18287. constructor(
  18288. /**
  18289. * The radius of the emission sphere.
  18290. */
  18291. radius?: number,
  18292. /**
  18293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18294. */
  18295. radiusRange?: number,
  18296. /**
  18297. * How much to randomize the particle direction [0-1].
  18298. */
  18299. directionRandomizer?: number);
  18300. /**
  18301. * Called by the particle System when the direction is computed for the created particle.
  18302. * @param worldMatrix is the world matrix of the particle system
  18303. * @param directionToUpdate is the direction vector to update with the result
  18304. * @param particle is the particle we are computed the direction for
  18305. */
  18306. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18307. /**
  18308. * Called by the particle System when the position is computed for the created particle.
  18309. * @param worldMatrix is the world matrix of the particle system
  18310. * @param positionToUpdate is the position vector to update with the result
  18311. * @param particle is the particle we are computed the position for
  18312. */
  18313. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18314. /**
  18315. * Clones the current emitter and returns a copy of it
  18316. * @returns the new emitter
  18317. */
  18318. clone(): SphereParticleEmitter;
  18319. /**
  18320. * Called by the GPUParticleSystem to setup the update shader
  18321. * @param effect defines the update shader
  18322. */
  18323. applyToShader(effect: Effect): void;
  18324. /**
  18325. * Returns a string to use to update the GPU particles update shader
  18326. * @returns a string containng the defines string
  18327. */
  18328. getEffectDefines(): string;
  18329. /**
  18330. * Returns the string "SphereParticleEmitter"
  18331. * @returns a string containing the class name
  18332. */
  18333. getClassName(): string;
  18334. /**
  18335. * Serializes the particle system to a JSON object.
  18336. * @returns the JSON object
  18337. */
  18338. serialize(): any;
  18339. /**
  18340. * Parse properties from a JSON object
  18341. * @param serializationObject defines the JSON object
  18342. */
  18343. parse(serializationObject: any): void;
  18344. }
  18345. /**
  18346. * Particle emitter emitting particles from the inside of a sphere.
  18347. * It emits the particles randomly between two vectors.
  18348. */
  18349. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18350. /**
  18351. * The min limit of the emission direction.
  18352. */
  18353. direction1: Vector3;
  18354. /**
  18355. * The max limit of the emission direction.
  18356. */
  18357. direction2: Vector3;
  18358. /**
  18359. * Creates a new instance SphereDirectedParticleEmitter
  18360. * @param radius the radius of the emission sphere (1 by default)
  18361. * @param direction1 the min limit of the emission direction (up vector by default)
  18362. * @param direction2 the max limit of the emission direction (up vector by default)
  18363. */
  18364. constructor(radius?: number,
  18365. /**
  18366. * The min limit of the emission direction.
  18367. */
  18368. direction1?: Vector3,
  18369. /**
  18370. * The max limit of the emission direction.
  18371. */
  18372. direction2?: Vector3);
  18373. /**
  18374. * Called by the particle System when the direction is computed for the created particle.
  18375. * @param worldMatrix is the world matrix of the particle system
  18376. * @param directionToUpdate is the direction vector to update with the result
  18377. * @param particle is the particle we are computed the direction for
  18378. */
  18379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18380. /**
  18381. * Clones the current emitter and returns a copy of it
  18382. * @returns the new emitter
  18383. */
  18384. clone(): SphereDirectedParticleEmitter;
  18385. /**
  18386. * Called by the GPUParticleSystem to setup the update shader
  18387. * @param effect defines the update shader
  18388. */
  18389. applyToShader(effect: Effect): void;
  18390. /**
  18391. * Returns a string to use to update the GPU particles update shader
  18392. * @returns a string containng the defines string
  18393. */
  18394. getEffectDefines(): string;
  18395. /**
  18396. * Returns the string "SphereDirectedParticleEmitter"
  18397. * @returns a string containing the class name
  18398. */
  18399. getClassName(): string;
  18400. /**
  18401. * Serializes the particle system to a JSON object.
  18402. * @returns the JSON object
  18403. */
  18404. serialize(): any;
  18405. /**
  18406. * Parse properties from a JSON object
  18407. * @param serializationObject defines the JSON object
  18408. */
  18409. parse(serializationObject: any): void;
  18410. }
  18411. }
  18412. declare module "babylonjs/Particles/EmitterTypes/index" {
  18413. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18414. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18415. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18416. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18417. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18418. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18419. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18420. }
  18421. declare module "babylonjs/Particles/IParticleSystem" {
  18422. import { Nullable } from "babylonjs/types";
  18423. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18424. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18426. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18427. import { Texture } from "babylonjs/Materials/Textures/texture";
  18428. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18429. import { Scene } from "babylonjs/scene";
  18430. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18431. import { Animation } from "babylonjs/Animations/animation";
  18432. /**
  18433. * Interface representing a particle system in Babylon.js.
  18434. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18435. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18436. */
  18437. export interface IParticleSystem {
  18438. /**
  18439. * List of animations used by the particle system.
  18440. */
  18441. animations: Animation[];
  18442. /**
  18443. * The id of the Particle system.
  18444. */
  18445. id: string;
  18446. /**
  18447. * The name of the Particle system.
  18448. */
  18449. name: string;
  18450. /**
  18451. * The emitter represents the Mesh or position we are attaching the particle system to.
  18452. */
  18453. emitter: Nullable<AbstractMesh | Vector3>;
  18454. /**
  18455. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18456. */
  18457. isBillboardBased: boolean;
  18458. /**
  18459. * The rendering group used by the Particle system to chose when to render.
  18460. */
  18461. renderingGroupId: number;
  18462. /**
  18463. * The layer mask we are rendering the particles through.
  18464. */
  18465. layerMask: number;
  18466. /**
  18467. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18468. */
  18469. updateSpeed: number;
  18470. /**
  18471. * The amount of time the particle system is running (depends of the overall update speed).
  18472. */
  18473. targetStopDuration: number;
  18474. /**
  18475. * The texture used to render each particle. (this can be a spritesheet)
  18476. */
  18477. particleTexture: Nullable<Texture>;
  18478. /**
  18479. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18480. */
  18481. blendMode: number;
  18482. /**
  18483. * Minimum life time of emitting particles.
  18484. */
  18485. minLifeTime: number;
  18486. /**
  18487. * Maximum life time of emitting particles.
  18488. */
  18489. maxLifeTime: number;
  18490. /**
  18491. * Minimum Size of emitting particles.
  18492. */
  18493. minSize: number;
  18494. /**
  18495. * Maximum Size of emitting particles.
  18496. */
  18497. maxSize: number;
  18498. /**
  18499. * Minimum scale of emitting particles on X axis.
  18500. */
  18501. minScaleX: number;
  18502. /**
  18503. * Maximum scale of emitting particles on X axis.
  18504. */
  18505. maxScaleX: number;
  18506. /**
  18507. * Minimum scale of emitting particles on Y axis.
  18508. */
  18509. minScaleY: number;
  18510. /**
  18511. * Maximum scale of emitting particles on Y axis.
  18512. */
  18513. maxScaleY: number;
  18514. /**
  18515. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18516. */
  18517. color1: Color4;
  18518. /**
  18519. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18520. */
  18521. color2: Color4;
  18522. /**
  18523. * Color the particle will have at the end of its lifetime.
  18524. */
  18525. colorDead: Color4;
  18526. /**
  18527. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18528. */
  18529. emitRate: number;
  18530. /**
  18531. * You can use gravity if you want to give an orientation to your particles.
  18532. */
  18533. gravity: Vector3;
  18534. /**
  18535. * Minimum power of emitting particles.
  18536. */
  18537. minEmitPower: number;
  18538. /**
  18539. * Maximum power of emitting particles.
  18540. */
  18541. maxEmitPower: number;
  18542. /**
  18543. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18544. */
  18545. minAngularSpeed: number;
  18546. /**
  18547. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18548. */
  18549. maxAngularSpeed: number;
  18550. /**
  18551. * Gets or sets the minimal initial rotation in radians.
  18552. */
  18553. minInitialRotation: number;
  18554. /**
  18555. * Gets or sets the maximal initial rotation in radians.
  18556. */
  18557. maxInitialRotation: number;
  18558. /**
  18559. * The particle emitter type defines the emitter used by the particle system.
  18560. * It can be for example box, sphere, or cone...
  18561. */
  18562. particleEmitterType: Nullable<IParticleEmitterType>;
  18563. /**
  18564. * Defines the delay in milliseconds before starting the system (0 by default)
  18565. */
  18566. startDelay: number;
  18567. /**
  18568. * 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
  18569. */
  18570. preWarmCycles: number;
  18571. /**
  18572. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18573. */
  18574. preWarmStepOffset: number;
  18575. /**
  18576. * 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)
  18577. */
  18578. spriteCellChangeSpeed: number;
  18579. /**
  18580. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18581. */
  18582. startSpriteCellID: number;
  18583. /**
  18584. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18585. */
  18586. endSpriteCellID: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18589. */
  18590. spriteCellWidth: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18593. */
  18594. spriteCellHeight: number;
  18595. /**
  18596. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18597. */
  18598. spriteRandomStartCell: boolean;
  18599. /**
  18600. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18601. */
  18602. isAnimationSheetEnabled: boolean;
  18603. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18604. translationPivot: Vector2;
  18605. /**
  18606. * Gets or sets a texture used to add random noise to particle positions
  18607. */
  18608. noiseTexture: Nullable<BaseTexture>;
  18609. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18610. noiseStrength: Vector3;
  18611. /**
  18612. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18613. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18614. */
  18615. billboardMode: number;
  18616. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18617. limitVelocityDamping: number;
  18618. /**
  18619. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18620. */
  18621. beginAnimationOnStart: boolean;
  18622. /**
  18623. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18624. */
  18625. beginAnimationFrom: number;
  18626. /**
  18627. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18628. */
  18629. beginAnimationTo: number;
  18630. /**
  18631. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationLoop: boolean;
  18634. /**
  18635. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18636. */
  18637. disposeOnStop: boolean;
  18638. /**
  18639. * Gets the maximum number of particles active at the same time.
  18640. * @returns The max number of active particles.
  18641. */
  18642. getCapacity(): number;
  18643. /**
  18644. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18645. * @returns True if it has been started, otherwise false.
  18646. */
  18647. isStarted(): boolean;
  18648. /**
  18649. * Animates the particle system for this frame.
  18650. */
  18651. animate(): void;
  18652. /**
  18653. * Renders the particle system in its current state.
  18654. * @returns the current number of particles
  18655. */
  18656. render(): number;
  18657. /**
  18658. * Dispose the particle system and frees its associated resources.
  18659. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18660. */
  18661. dispose(disposeTexture?: boolean): void;
  18662. /**
  18663. * Clones the particle system.
  18664. * @param name The name of the cloned object
  18665. * @param newEmitter The new emitter to use
  18666. * @returns the cloned particle system
  18667. */
  18668. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18669. /**
  18670. * Serializes the particle system to a JSON object.
  18671. * @returns the JSON object
  18672. */
  18673. serialize(): any;
  18674. /**
  18675. * Rebuild the particle system
  18676. */
  18677. rebuild(): void;
  18678. /**
  18679. * Starts the particle system and begins to emit
  18680. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18681. */
  18682. start(delay?: number): void;
  18683. /**
  18684. * Stops the particle system.
  18685. */
  18686. stop(): void;
  18687. /**
  18688. * Remove all active particles
  18689. */
  18690. reset(): void;
  18691. /**
  18692. * Is this system ready to be used/rendered
  18693. * @return true if the system is ready
  18694. */
  18695. isReady(): boolean;
  18696. /**
  18697. * Adds a new color gradient
  18698. * @param gradient defines the gradient to use (between 0 and 1)
  18699. * @param color1 defines the color to affect to the specified gradient
  18700. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18701. * @returns the current particle system
  18702. */
  18703. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18704. /**
  18705. * Remove a specific color gradient
  18706. * @param gradient defines the gradient to remove
  18707. * @returns the current particle system
  18708. */
  18709. removeColorGradient(gradient: number): IParticleSystem;
  18710. /**
  18711. * Adds a new size gradient
  18712. * @param gradient defines the gradient to use (between 0 and 1)
  18713. * @param factor defines the size factor to affect to the specified gradient
  18714. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18715. * @returns the current particle system
  18716. */
  18717. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18718. /**
  18719. * Remove a specific size gradient
  18720. * @param gradient defines the gradient to remove
  18721. * @returns the current particle system
  18722. */
  18723. removeSizeGradient(gradient: number): IParticleSystem;
  18724. /**
  18725. * Gets the current list of color gradients.
  18726. * You must use addColorGradient and removeColorGradient to udpate this list
  18727. * @returns the list of color gradients
  18728. */
  18729. getColorGradients(): Nullable<Array<ColorGradient>>;
  18730. /**
  18731. * Gets the current list of size gradients.
  18732. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18733. * @returns the list of size gradients
  18734. */
  18735. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18736. /**
  18737. * Gets the current list of angular speed gradients.
  18738. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18739. * @returns the list of angular speed gradients
  18740. */
  18741. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18742. /**
  18743. * Adds a new angular speed gradient
  18744. * @param gradient defines the gradient to use (between 0 and 1)
  18745. * @param factor defines the angular speed to affect to the specified gradient
  18746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18747. * @returns the current particle system
  18748. */
  18749. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18750. /**
  18751. * Remove a specific angular speed gradient
  18752. * @param gradient defines the gradient to remove
  18753. * @returns the current particle system
  18754. */
  18755. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18756. /**
  18757. * Gets the current list of velocity gradients.
  18758. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18759. * @returns the list of velocity gradients
  18760. */
  18761. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new velocity gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the velocity to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific velocity gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeVelocityGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of limit velocity gradients.
  18778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18779. * @returns the list of limit velocity gradients
  18780. */
  18781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new limit velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the limit velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific limit velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Adds a new drag gradient
  18798. * @param gradient defines the gradient to use (between 0 and 1)
  18799. * @param factor defines the drag to affect to the specified gradient
  18800. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18801. * @returns the current particle system
  18802. */
  18803. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18804. /**
  18805. * Remove a specific drag gradient
  18806. * @param gradient defines the gradient to remove
  18807. * @returns the current particle system
  18808. */
  18809. removeDragGradient(gradient: number): IParticleSystem;
  18810. /**
  18811. * Gets the current list of drag gradients.
  18812. * You must use addDragGradient and removeDragGradient to udpate this list
  18813. * @returns the list of drag gradients
  18814. */
  18815. getDragGradients(): Nullable<Array<FactorGradient>>;
  18816. /**
  18817. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the emit rate to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific emit rate gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeEmitRateGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of emit rate gradients.
  18832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18833. * @returns the list of emit rate gradients
  18834. */
  18835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the start size to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific start size gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeStartSizeGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of start size gradients.
  18852. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18853. * @returns the list of start size gradients
  18854. */
  18855. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new life time gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the life time factor to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific life time gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of life time gradients.
  18872. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18873. * @returns the list of life time gradients
  18874. */
  18875. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Gets the current list of color gradients.
  18878. * You must use addColorGradient and removeColorGradient to udpate this list
  18879. * @returns the list of color gradients
  18880. */
  18881. getColorGradients(): Nullable<Array<ColorGradient>>;
  18882. /**
  18883. * Adds a new ramp gradient used to remap particle colors
  18884. * @param gradient defines the gradient to use (between 0 and 1)
  18885. * @param color defines the color to affect to the specified gradient
  18886. * @returns the current particle system
  18887. */
  18888. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18889. /**
  18890. * Gets the current list of ramp gradients.
  18891. * You must use addRampGradient and removeRampGradient to udpate this list
  18892. * @returns the list of ramp gradients
  18893. */
  18894. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18895. /** Gets or sets a boolean indicating that ramp gradients must be used
  18896. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18897. */
  18898. useRampGradients: boolean;
  18899. /**
  18900. * Adds a new color remap gradient
  18901. * @param gradient defines the gradient to use (between 0 and 1)
  18902. * @param min defines the color remap minimal range
  18903. * @param max defines the color remap maximal range
  18904. * @returns the current particle system
  18905. */
  18906. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18907. /**
  18908. * Gets the current list of color remap gradients.
  18909. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18910. * @returns the list of color remap gradients
  18911. */
  18912. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18913. /**
  18914. * Adds a new alpha remap gradient
  18915. * @param gradient defines the gradient to use (between 0 and 1)
  18916. * @param min defines the alpha remap minimal range
  18917. * @param max defines the alpha remap maximal range
  18918. * @returns the current particle system
  18919. */
  18920. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18921. /**
  18922. * Gets the current list of alpha remap gradients.
  18923. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18924. * @returns the list of alpha remap gradients
  18925. */
  18926. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18927. /**
  18928. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18929. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18930. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18931. * @returns the emitter
  18932. */
  18933. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18934. /**
  18935. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18936. * @param radius The radius of the hemisphere to emit from
  18937. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18938. * @returns the emitter
  18939. */
  18940. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18941. /**
  18942. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18943. * @param radius The radius of the sphere to emit from
  18944. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18945. * @returns the emitter
  18946. */
  18947. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18948. /**
  18949. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18950. * @param radius The radius of the sphere to emit from
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18953. * @returns the emitter
  18954. */
  18955. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18958. * @param radius The radius of the emission cylinder
  18959. * @param height The height of the emission cylinder
  18960. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18961. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18962. * @returns the emitter
  18963. */
  18964. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18965. /**
  18966. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18967. * @param radius The radius of the cylinder to emit from
  18968. * @param height The height of the emission cylinder
  18969. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18970. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18971. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18972. * @returns the emitter
  18973. */
  18974. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18975. /**
  18976. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18977. * @param radius The radius of the cone to emit from
  18978. * @param angle The base angle of the cone
  18979. * @returns the emitter
  18980. */
  18981. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18982. /**
  18983. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18984. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18985. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18986. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18987. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18988. * @returns the emitter
  18989. */
  18990. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18991. /**
  18992. * Get hosting scene
  18993. * @returns the scene
  18994. */
  18995. getScene(): Scene;
  18996. }
  18997. }
  18998. declare module "babylonjs/Meshes/instancedMesh" {
  18999. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19000. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19001. import { Camera } from "babylonjs/Cameras/camera";
  19002. import { Node } from "babylonjs/node";
  19003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19004. import { Mesh } from "babylonjs/Meshes/mesh";
  19005. import { Material } from "babylonjs/Materials/material";
  19006. import { Skeleton } from "babylonjs/Bones/skeleton";
  19007. import { Light } from "babylonjs/Lights/light";
  19008. /**
  19009. * Creates an instance based on a source mesh.
  19010. */
  19011. export class InstancedMesh extends AbstractMesh {
  19012. private _sourceMesh;
  19013. private _currentLOD;
  19014. /** @hidden */
  19015. _indexInSourceMeshInstanceArray: number;
  19016. constructor(name: string, source: Mesh);
  19017. /**
  19018. * Returns the string "InstancedMesh".
  19019. */
  19020. getClassName(): string;
  19021. /** Gets the list of lights affecting that mesh */
  19022. readonly lightSources: Light[];
  19023. _resyncLightSources(): void;
  19024. _resyncLighSource(light: Light): void;
  19025. _removeLightSource(light: Light): void;
  19026. /**
  19027. * If the source mesh receives shadows
  19028. */
  19029. readonly receiveShadows: boolean;
  19030. /**
  19031. * The material of the source mesh
  19032. */
  19033. readonly material: Nullable<Material>;
  19034. /**
  19035. * Visibility of the source mesh
  19036. */
  19037. readonly visibility: number;
  19038. /**
  19039. * Skeleton of the source mesh
  19040. */
  19041. readonly skeleton: Nullable<Skeleton>;
  19042. /**
  19043. * Rendering ground id of the source mesh
  19044. */
  19045. renderingGroupId: number;
  19046. /**
  19047. * Returns the total number of vertices (integer).
  19048. */
  19049. getTotalVertices(): number;
  19050. /**
  19051. * Returns a positive integer : the total number of indices in this mesh geometry.
  19052. * @returns the numner of indices or zero if the mesh has no geometry.
  19053. */
  19054. getTotalIndices(): number;
  19055. /**
  19056. * The source mesh of the instance
  19057. */
  19058. readonly sourceMesh: Mesh;
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return {boolean} is it ready
  19063. */
  19064. isReady(completeCheck?: boolean): boolean;
  19065. /**
  19066. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19067. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19068. * @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.
  19069. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19070. */
  19071. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19072. /**
  19073. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19074. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19075. * The `data` are either a numeric array either a Float32Array.
  19076. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19077. * 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).
  19078. * Note that a new underlying VertexBuffer object is created each call.
  19079. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19080. *
  19081. * Possible `kind` values :
  19082. * - VertexBuffer.PositionKind
  19083. * - VertexBuffer.UVKind
  19084. * - VertexBuffer.UV2Kind
  19085. * - VertexBuffer.UV3Kind
  19086. * - VertexBuffer.UV4Kind
  19087. * - VertexBuffer.UV5Kind
  19088. * - VertexBuffer.UV6Kind
  19089. * - VertexBuffer.ColorKind
  19090. * - VertexBuffer.MatricesIndicesKind
  19091. * - VertexBuffer.MatricesIndicesExtraKind
  19092. * - VertexBuffer.MatricesWeightsKind
  19093. * - VertexBuffer.MatricesWeightsExtraKind
  19094. *
  19095. * Returns the Mesh.
  19096. */
  19097. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19098. /**
  19099. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19100. * If the mesh has no geometry, it is simply returned as it is.
  19101. * The `data` are either a numeric array either a Float32Array.
  19102. * No new underlying VertexBuffer object is created.
  19103. * 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.
  19104. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19105. *
  19106. * Possible `kind` values :
  19107. * - VertexBuffer.PositionKind
  19108. * - VertexBuffer.UVKind
  19109. * - VertexBuffer.UV2Kind
  19110. * - VertexBuffer.UV3Kind
  19111. * - VertexBuffer.UV4Kind
  19112. * - VertexBuffer.UV5Kind
  19113. * - VertexBuffer.UV6Kind
  19114. * - VertexBuffer.ColorKind
  19115. * - VertexBuffer.MatricesIndicesKind
  19116. * - VertexBuffer.MatricesIndicesExtraKind
  19117. * - VertexBuffer.MatricesWeightsKind
  19118. * - VertexBuffer.MatricesWeightsExtraKind
  19119. *
  19120. * Returns the Mesh.
  19121. */
  19122. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19123. /**
  19124. * Sets the mesh indices.
  19125. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19126. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19127. * This method creates a new index buffer each call.
  19128. * Returns the Mesh.
  19129. */
  19130. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19131. /**
  19132. * Boolean : True if the mesh owns the requested kind of data.
  19133. */
  19134. isVerticesDataPresent(kind: string): boolean;
  19135. /**
  19136. * Returns an array of indices (IndicesArray).
  19137. */
  19138. getIndices(): Nullable<IndicesArray>;
  19139. readonly _positions: Nullable<Vector3[]>;
  19140. /**
  19141. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19142. * This means the mesh underlying bounding box and sphere are recomputed.
  19143. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19144. * @returns the current mesh
  19145. */
  19146. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19147. /** @hidden */
  19148. _preActivate(): InstancedMesh;
  19149. /** @hidden */
  19150. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19151. /** @hidden */
  19152. _postActivate(): void;
  19153. getWorldMatrix(): Matrix;
  19154. readonly isAnInstance: boolean;
  19155. /**
  19156. * Returns the current associated LOD AbstractMesh.
  19157. */
  19158. getLOD(camera: Camera): AbstractMesh;
  19159. /** @hidden */
  19160. _syncSubMeshes(): InstancedMesh;
  19161. /** @hidden */
  19162. _generatePointsArray(): boolean;
  19163. /**
  19164. * Creates a new InstancedMesh from the current mesh.
  19165. * - name (string) : the cloned mesh name
  19166. * - newParent (optional Node) : the optional Node to parent the clone to.
  19167. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19168. *
  19169. * Returns the clone.
  19170. */
  19171. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19172. /**
  19173. * Disposes the InstancedMesh.
  19174. * Returns nothing.
  19175. */
  19176. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19177. }
  19178. }
  19179. declare module "babylonjs/Materials/shaderMaterial" {
  19180. import { Scene } from "babylonjs/scene";
  19181. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19183. import { Mesh } from "babylonjs/Meshes/mesh";
  19184. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19185. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19186. import { Texture } from "babylonjs/Materials/Textures/texture";
  19187. import { Material } from "babylonjs/Materials/material";
  19188. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19189. /**
  19190. * Defines the options associated with the creation of a shader material.
  19191. */
  19192. export interface IShaderMaterialOptions {
  19193. /**
  19194. * Does the material work in alpha blend mode
  19195. */
  19196. needAlphaBlending: boolean;
  19197. /**
  19198. * Does the material work in alpha test mode
  19199. */
  19200. needAlphaTesting: boolean;
  19201. /**
  19202. * The list of attribute names used in the shader
  19203. */
  19204. attributes: string[];
  19205. /**
  19206. * The list of unifrom names used in the shader
  19207. */
  19208. uniforms: string[];
  19209. /**
  19210. * The list of UBO names used in the shader
  19211. */
  19212. uniformBuffers: string[];
  19213. /**
  19214. * The list of sampler names used in the shader
  19215. */
  19216. samplers: string[];
  19217. /**
  19218. * The list of defines used in the shader
  19219. */
  19220. defines: string[];
  19221. }
  19222. /**
  19223. * 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.
  19224. *
  19225. * This returned material effects how the mesh will look based on the code in the shaders.
  19226. *
  19227. * @see http://doc.babylonjs.com/how_to/shader_material
  19228. */
  19229. export class ShaderMaterial extends Material {
  19230. private _shaderPath;
  19231. private _options;
  19232. private _textures;
  19233. private _textureArrays;
  19234. private _floats;
  19235. private _ints;
  19236. private _floatsArrays;
  19237. private _colors3;
  19238. private _colors3Arrays;
  19239. private _colors4;
  19240. private _colors4Arrays;
  19241. private _vectors2;
  19242. private _vectors3;
  19243. private _vectors4;
  19244. private _matrices;
  19245. private _matrices3x3;
  19246. private _matrices2x2;
  19247. private _vectors2Arrays;
  19248. private _vectors3Arrays;
  19249. private _vectors4Arrays;
  19250. private _cachedWorldViewMatrix;
  19251. private _cachedWorldViewProjectionMatrix;
  19252. private _renderId;
  19253. /**
  19254. * Instantiate a new shader material.
  19255. * 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.
  19256. * This returned material effects how the mesh will look based on the code in the shaders.
  19257. * @see http://doc.babylonjs.com/how_to/shader_material
  19258. * @param name Define the name of the material in the scene
  19259. * @param scene Define the scene the material belongs to
  19260. * @param shaderPath Defines the route to the shader code in one of three ways:
  19261. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19262. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19263. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19264. * @param options Define the options used to create the shader
  19265. */
  19266. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19267. /**
  19268. * Gets the options used to compile the shader.
  19269. * They can be modified to trigger a new compilation
  19270. */
  19271. readonly options: IShaderMaterialOptions;
  19272. /**
  19273. * Gets the current class name of the material e.g. "ShaderMaterial"
  19274. * Mainly use in serialization.
  19275. * @returns the class name
  19276. */
  19277. getClassName(): string;
  19278. /**
  19279. * Specifies if the material will require alpha blending
  19280. * @returns a boolean specifying if alpha blending is needed
  19281. */
  19282. needAlphaBlending(): boolean;
  19283. /**
  19284. * Specifies if this material should be rendered in alpha test mode
  19285. * @returns a boolean specifying if an alpha test is needed.
  19286. */
  19287. needAlphaTesting(): boolean;
  19288. private _checkUniform;
  19289. /**
  19290. * Set a texture in the shader.
  19291. * @param name Define the name of the uniform samplers as defined in the shader
  19292. * @param texture Define the texture to bind to this sampler
  19293. * @return the material itself allowing "fluent" like uniform updates
  19294. */
  19295. setTexture(name: string, texture: Texture): ShaderMaterial;
  19296. /**
  19297. * Set a texture array in the shader.
  19298. * @param name Define the name of the uniform sampler array as defined in the shader
  19299. * @param textures Define the list of textures to bind to this sampler
  19300. * @return the material itself allowing "fluent" like uniform updates
  19301. */
  19302. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19303. /**
  19304. * Set a float in the shader.
  19305. * @param name Define the name of the uniform as defined in the shader
  19306. * @param value Define the value to give to the uniform
  19307. * @return the material itself allowing "fluent" like uniform updates
  19308. */
  19309. setFloat(name: string, value: number): ShaderMaterial;
  19310. /**
  19311. * Set a int in the shader.
  19312. * @param name Define the name of the uniform as defined in the shader
  19313. * @param value Define the value to give to the uniform
  19314. * @return the material itself allowing "fluent" like uniform updates
  19315. */
  19316. setInt(name: string, value: number): ShaderMaterial;
  19317. /**
  19318. * Set an array of floats in the shader.
  19319. * @param name Define the name of the uniform as defined in the shader
  19320. * @param value Define the value to give to the uniform
  19321. * @return the material itself allowing "fluent" like uniform updates
  19322. */
  19323. setFloats(name: string, value: number[]): ShaderMaterial;
  19324. /**
  19325. * Set a vec3 in the shader from a Color3.
  19326. * @param name Define the name of the uniform as defined in the shader
  19327. * @param value Define the value to give to the uniform
  19328. * @return the material itself allowing "fluent" like uniform updates
  19329. */
  19330. setColor3(name: string, value: Color3): ShaderMaterial;
  19331. /**
  19332. * Set a vec3 array in the shader from a Color3 array.
  19333. * @param name Define the name of the uniform as defined in the shader
  19334. * @param value Define the value to give to the uniform
  19335. * @return the material itself allowing "fluent" like uniform updates
  19336. */
  19337. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19338. /**
  19339. * Set a vec4 in the shader from a Color4.
  19340. * @param name Define the name of the uniform as defined in the shader
  19341. * @param value Define the value to give to the uniform
  19342. * @return the material itself allowing "fluent" like uniform updates
  19343. */
  19344. setColor4(name: string, value: Color4): ShaderMaterial;
  19345. /**
  19346. * Set a vec4 array in the shader from a Color4 array.
  19347. * @param name Define the name of the uniform as defined in the shader
  19348. * @param value Define the value to give to the uniform
  19349. * @return the material itself allowing "fluent" like uniform updates
  19350. */
  19351. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19352. /**
  19353. * Set a vec2 in the shader from a Vector2.
  19354. * @param name Define the name of the uniform as defined in the shader
  19355. * @param value Define the value to give to the uniform
  19356. * @return the material itself allowing "fluent" like uniform updates
  19357. */
  19358. setVector2(name: string, value: Vector2): ShaderMaterial;
  19359. /**
  19360. * Set a vec3 in the shader from a Vector3.
  19361. * @param name Define the name of the uniform as defined in the shader
  19362. * @param value Define the value to give to the uniform
  19363. * @return the material itself allowing "fluent" like uniform updates
  19364. */
  19365. setVector3(name: string, value: Vector3): ShaderMaterial;
  19366. /**
  19367. * Set a vec4 in the shader from a Vector4.
  19368. * @param name Define the name of the uniform as defined in the shader
  19369. * @param value Define the value to give to the uniform
  19370. * @return the material itself allowing "fluent" like uniform updates
  19371. */
  19372. setVector4(name: string, value: Vector4): ShaderMaterial;
  19373. /**
  19374. * Set a mat4 in the shader from a Matrix.
  19375. * @param name Define the name of the uniform as defined in the shader
  19376. * @param value Define the value to give to the uniform
  19377. * @return the material itself allowing "fluent" like uniform updates
  19378. */
  19379. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19380. /**
  19381. * Set a mat3 in the shader from a Float32Array.
  19382. * @param name Define the name of the uniform as defined in the shader
  19383. * @param value Define the value to give to the uniform
  19384. * @return the material itself allowing "fluent" like uniform updates
  19385. */
  19386. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19387. /**
  19388. * Set a mat2 in the shader from a Float32Array.
  19389. * @param name Define the name of the uniform as defined in the shader
  19390. * @param value Define the value to give to the uniform
  19391. * @return the material itself allowing "fluent" like uniform updates
  19392. */
  19393. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19394. /**
  19395. * Set a vec2 array in the shader from a number array.
  19396. * @param name Define the name of the uniform as defined in the shader
  19397. * @param value Define the value to give to the uniform
  19398. * @return the material itself allowing "fluent" like uniform updates
  19399. */
  19400. setArray2(name: string, value: number[]): ShaderMaterial;
  19401. /**
  19402. * Set a vec3 array in the shader from a number array.
  19403. * @param name Define the name of the uniform as defined in the shader
  19404. * @param value Define the value to give to the uniform
  19405. * @return the material itself allowing "fluent" like uniform updates
  19406. */
  19407. setArray3(name: string, value: number[]): ShaderMaterial;
  19408. /**
  19409. * Set a vec4 array in the shader from a number array.
  19410. * @param name Define the name of the uniform as defined in the shader
  19411. * @param value Define the value to give to the uniform
  19412. * @return the material itself allowing "fluent" like uniform updates
  19413. */
  19414. setArray4(name: string, value: number[]): ShaderMaterial;
  19415. private _checkCache;
  19416. /**
  19417. * Specifies that the submesh is ready to be used
  19418. * @param mesh defines the mesh to check
  19419. * @param subMesh defines which submesh to check
  19420. * @param useInstances specifies that instances should be used
  19421. * @returns a boolean indicating that the submesh is ready or not
  19422. */
  19423. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19424. /**
  19425. * Checks if the material is ready to render the requested mesh
  19426. * @param mesh Define the mesh to render
  19427. * @param useInstances Define whether or not the material is used with instances
  19428. * @returns true if ready, otherwise false
  19429. */
  19430. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19431. /**
  19432. * Binds the world matrix to the material
  19433. * @param world defines the world transformation matrix
  19434. */
  19435. bindOnlyWorldMatrix(world: Matrix): void;
  19436. /**
  19437. * Binds the material to the mesh
  19438. * @param world defines the world transformation matrix
  19439. * @param mesh defines the mesh to bind the material to
  19440. */
  19441. bind(world: Matrix, mesh?: Mesh): void;
  19442. /**
  19443. * Gets the active textures from the material
  19444. * @returns an array of textures
  19445. */
  19446. getActiveTextures(): BaseTexture[];
  19447. /**
  19448. * Specifies if the material uses a texture
  19449. * @param texture defines the texture to check against the material
  19450. * @returns a boolean specifying if the material uses the texture
  19451. */
  19452. hasTexture(texture: BaseTexture): boolean;
  19453. /**
  19454. * Makes a duplicate of the material, and gives it a new name
  19455. * @param name defines the new name for the duplicated material
  19456. * @returns the cloned material
  19457. */
  19458. clone(name: string): ShaderMaterial;
  19459. /**
  19460. * Disposes the material
  19461. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19462. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19463. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19464. */
  19465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19466. /**
  19467. * Serializes this material in a JSON representation
  19468. * @returns the serialized material object
  19469. */
  19470. serialize(): any;
  19471. /**
  19472. * Creates a shader material from parsed shader material data
  19473. * @param source defines the JSON represnetation of the material
  19474. * @param scene defines the hosting scene
  19475. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19476. * @returns a new material
  19477. */
  19478. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19479. }
  19480. }
  19481. declare module "babylonjs/Shaders/color.fragment" {
  19482. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19483. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19484. /** @hidden */
  19485. export var colorPixelShader: {
  19486. name: string;
  19487. shader: string;
  19488. };
  19489. }
  19490. declare module "babylonjs/Shaders/color.vertex" {
  19491. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19493. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19494. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19495. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19496. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19497. /** @hidden */
  19498. export var colorVertexShader: {
  19499. name: string;
  19500. shader: string;
  19501. };
  19502. }
  19503. declare module "babylonjs/Meshes/linesMesh" {
  19504. import { Nullable } from "babylonjs/types";
  19505. import { Scene } from "babylonjs/scene";
  19506. import { Color3 } from "babylonjs/Maths/math.color";
  19507. import { Node } from "babylonjs/node";
  19508. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19509. import { Mesh } from "babylonjs/Meshes/mesh";
  19510. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19511. import { Effect } from "babylonjs/Materials/effect";
  19512. import { Material } from "babylonjs/Materials/material";
  19513. import "babylonjs/Shaders/color.fragment";
  19514. import "babylonjs/Shaders/color.vertex";
  19515. /**
  19516. * Line mesh
  19517. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19518. */
  19519. export class LinesMesh extends Mesh {
  19520. /**
  19521. * If vertex color should be applied to the mesh
  19522. */
  19523. readonly useVertexColor?: boolean | undefined;
  19524. /**
  19525. * If vertex alpha should be applied to the mesh
  19526. */
  19527. readonly useVertexAlpha?: boolean | undefined;
  19528. /**
  19529. * Color of the line (Default: White)
  19530. */
  19531. color: Color3;
  19532. /**
  19533. * Alpha of the line (Default: 1)
  19534. */
  19535. alpha: number;
  19536. /**
  19537. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19538. * This margin is expressed in world space coordinates, so its value may vary.
  19539. * Default value is 0.1
  19540. */
  19541. intersectionThreshold: number;
  19542. private _colorShader;
  19543. private color4;
  19544. /**
  19545. * Creates a new LinesMesh
  19546. * @param name defines the name
  19547. * @param scene defines the hosting scene
  19548. * @param parent defines the parent mesh if any
  19549. * @param source defines the optional source LinesMesh used to clone data from
  19550. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19551. * When false, achieved by calling a clone(), also passing False.
  19552. * This will make creation of children, recursive.
  19553. * @param useVertexColor defines if this LinesMesh supports vertex color
  19554. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19555. */
  19556. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19557. /**
  19558. * If vertex color should be applied to the mesh
  19559. */
  19560. useVertexColor?: boolean | undefined,
  19561. /**
  19562. * If vertex alpha should be applied to the mesh
  19563. */
  19564. useVertexAlpha?: boolean | undefined);
  19565. private _addClipPlaneDefine;
  19566. private _removeClipPlaneDefine;
  19567. isReady(): boolean;
  19568. /**
  19569. * Returns the string "LineMesh"
  19570. */
  19571. getClassName(): string;
  19572. /**
  19573. * @hidden
  19574. */
  19575. /**
  19576. * @hidden
  19577. */
  19578. material: Material;
  19579. /**
  19580. * @hidden
  19581. */
  19582. readonly checkCollisions: boolean;
  19583. /** @hidden */
  19584. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19585. /** @hidden */
  19586. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19587. /**
  19588. * Disposes of the line mesh
  19589. * @param doNotRecurse If children should be disposed
  19590. */
  19591. dispose(doNotRecurse?: boolean): void;
  19592. /**
  19593. * Returns a new LineMesh object cloned from the current one.
  19594. */
  19595. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19596. /**
  19597. * Creates a new InstancedLinesMesh object from the mesh model.
  19598. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19599. * @param name defines the name of the new instance
  19600. * @returns a new InstancedLinesMesh
  19601. */
  19602. createInstance(name: string): InstancedLinesMesh;
  19603. }
  19604. /**
  19605. * Creates an instance based on a source LinesMesh
  19606. */
  19607. export class InstancedLinesMesh extends InstancedMesh {
  19608. /**
  19609. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19610. * This margin is expressed in world space coordinates, so its value may vary.
  19611. * Initilized with the intersectionThreshold value of the source LinesMesh
  19612. */
  19613. intersectionThreshold: number;
  19614. constructor(name: string, source: LinesMesh);
  19615. /**
  19616. * Returns the string "InstancedLinesMesh".
  19617. */
  19618. getClassName(): string;
  19619. }
  19620. }
  19621. declare module "babylonjs/Shaders/line.fragment" {
  19622. /** @hidden */
  19623. export var linePixelShader: {
  19624. name: string;
  19625. shader: string;
  19626. };
  19627. }
  19628. declare module "babylonjs/Shaders/line.vertex" {
  19629. /** @hidden */
  19630. export var lineVertexShader: {
  19631. name: string;
  19632. shader: string;
  19633. };
  19634. }
  19635. declare module "babylonjs/Rendering/edgesRenderer" {
  19636. import { Nullable } from "babylonjs/types";
  19637. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19639. import { Vector3 } from "babylonjs/Maths/math.vector";
  19640. import { IDisposable } from "babylonjs/scene";
  19641. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19642. import "babylonjs/Shaders/line.fragment";
  19643. import "babylonjs/Shaders/line.vertex";
  19644. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19645. module "babylonjs/Meshes/abstractMesh" {
  19646. interface AbstractMesh {
  19647. /**
  19648. * Gets the edgesRenderer associated with the mesh
  19649. */
  19650. edgesRenderer: Nullable<EdgesRenderer>;
  19651. }
  19652. }
  19653. module "babylonjs/Meshes/linesMesh" {
  19654. interface LinesMesh {
  19655. /**
  19656. * Enables the edge rendering mode on the mesh.
  19657. * This mode makes the mesh edges visible
  19658. * @param epsilon defines the maximal distance between two angles to detect a face
  19659. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19660. * @returns the currentAbstractMesh
  19661. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19662. */
  19663. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19664. }
  19665. }
  19666. module "babylonjs/Meshes/linesMesh" {
  19667. interface InstancedLinesMesh {
  19668. /**
  19669. * Enables the edge rendering mode on the mesh.
  19670. * This mode makes the mesh edges visible
  19671. * @param epsilon defines the maximal distance between two angles to detect a face
  19672. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19673. * @returns the current InstancedLinesMesh
  19674. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19675. */
  19676. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19677. }
  19678. }
  19679. /**
  19680. * Defines the minimum contract an Edges renderer should follow.
  19681. */
  19682. export interface IEdgesRenderer extends IDisposable {
  19683. /**
  19684. * Gets or sets a boolean indicating if the edgesRenderer is active
  19685. */
  19686. isEnabled: boolean;
  19687. /**
  19688. * Renders the edges of the attached mesh,
  19689. */
  19690. render(): void;
  19691. /**
  19692. * Checks wether or not the edges renderer is ready to render.
  19693. * @return true if ready, otherwise false.
  19694. */
  19695. isReady(): boolean;
  19696. }
  19697. /**
  19698. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19699. */
  19700. export class EdgesRenderer implements IEdgesRenderer {
  19701. /**
  19702. * Define the size of the edges with an orthographic camera
  19703. */
  19704. edgesWidthScalerForOrthographic: number;
  19705. /**
  19706. * Define the size of the edges with a perspective camera
  19707. */
  19708. edgesWidthScalerForPerspective: number;
  19709. protected _source: AbstractMesh;
  19710. protected _linesPositions: number[];
  19711. protected _linesNormals: number[];
  19712. protected _linesIndices: number[];
  19713. protected _epsilon: number;
  19714. protected _indicesCount: number;
  19715. protected _lineShader: ShaderMaterial;
  19716. protected _ib: DataBuffer;
  19717. protected _buffers: {
  19718. [key: string]: Nullable<VertexBuffer>;
  19719. };
  19720. protected _checkVerticesInsteadOfIndices: boolean;
  19721. private _meshRebuildObserver;
  19722. private _meshDisposeObserver;
  19723. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19724. isEnabled: boolean;
  19725. /**
  19726. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19727. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19728. * @param source Mesh used to create edges
  19729. * @param epsilon sum of angles in adjacency to check for edge
  19730. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19731. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19732. */
  19733. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19734. protected _prepareRessources(): void;
  19735. /** @hidden */
  19736. _rebuild(): void;
  19737. /**
  19738. * Releases the required resources for the edges renderer
  19739. */
  19740. dispose(): void;
  19741. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19742. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19743. /**
  19744. * Checks if the pair of p0 and p1 is en edge
  19745. * @param faceIndex
  19746. * @param edge
  19747. * @param faceNormals
  19748. * @param p0
  19749. * @param p1
  19750. * @private
  19751. */
  19752. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19753. /**
  19754. * push line into the position, normal and index buffer
  19755. * @protected
  19756. */
  19757. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19758. /**
  19759. * Generates lines edges from adjacencjes
  19760. * @private
  19761. */
  19762. _generateEdgesLines(): void;
  19763. /**
  19764. * Checks wether or not the edges renderer is ready to render.
  19765. * @return true if ready, otherwise false.
  19766. */
  19767. isReady(): boolean;
  19768. /**
  19769. * Renders the edges of the attached mesh,
  19770. */
  19771. render(): void;
  19772. }
  19773. /**
  19774. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19775. */
  19776. export class LineEdgesRenderer extends EdgesRenderer {
  19777. /**
  19778. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19779. * @param source LineMesh used to generate edges
  19780. * @param epsilon not important (specified angle for edge detection)
  19781. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19782. */
  19783. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19784. /**
  19785. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19786. */
  19787. _generateEdgesLines(): void;
  19788. }
  19789. }
  19790. declare module "babylonjs/Rendering/renderingGroup" {
  19791. import { SmartArray } from "babylonjs/Misc/smartArray";
  19792. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19794. import { Nullable } from "babylonjs/types";
  19795. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19796. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19797. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19798. import { Material } from "babylonjs/Materials/material";
  19799. import { Scene } from "babylonjs/scene";
  19800. /**
  19801. * This represents the object necessary to create a rendering group.
  19802. * This is exclusively used and created by the rendering manager.
  19803. * To modify the behavior, you use the available helpers in your scene or meshes.
  19804. * @hidden
  19805. */
  19806. export class RenderingGroup {
  19807. index: number;
  19808. private static _zeroVector;
  19809. private _scene;
  19810. private _opaqueSubMeshes;
  19811. private _transparentSubMeshes;
  19812. private _alphaTestSubMeshes;
  19813. private _depthOnlySubMeshes;
  19814. private _particleSystems;
  19815. private _spriteManagers;
  19816. private _opaqueSortCompareFn;
  19817. private _alphaTestSortCompareFn;
  19818. private _transparentSortCompareFn;
  19819. private _renderOpaque;
  19820. private _renderAlphaTest;
  19821. private _renderTransparent;
  19822. /** @hidden */
  19823. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19824. onBeforeTransparentRendering: () => void;
  19825. /**
  19826. * Set the opaque sort comparison function.
  19827. * If null the sub meshes will be render in the order they were created
  19828. */
  19829. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19830. /**
  19831. * Set the alpha test sort comparison function.
  19832. * If null the sub meshes will be render in the order they were created
  19833. */
  19834. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19835. /**
  19836. * Set the transparent sort comparison function.
  19837. * If null the sub meshes will be render in the order they were created
  19838. */
  19839. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19840. /**
  19841. * Creates a new rendering group.
  19842. * @param index The rendering group index
  19843. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19844. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19845. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19846. */
  19847. 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>);
  19848. /**
  19849. * Render all the sub meshes contained in the group.
  19850. * @param customRenderFunction Used to override the default render behaviour of the group.
  19851. * @returns true if rendered some submeshes.
  19852. */
  19853. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19854. /**
  19855. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19856. * @param subMeshes The submeshes to render
  19857. */
  19858. private renderOpaqueSorted;
  19859. /**
  19860. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19861. * @param subMeshes The submeshes to render
  19862. */
  19863. private renderAlphaTestSorted;
  19864. /**
  19865. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19866. * @param subMeshes The submeshes to render
  19867. */
  19868. private renderTransparentSorted;
  19869. /**
  19870. * Renders the submeshes in a specified order.
  19871. * @param subMeshes The submeshes to sort before render
  19872. * @param sortCompareFn The comparison function use to sort
  19873. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19874. * @param transparent Specifies to activate blending if true
  19875. */
  19876. private static renderSorted;
  19877. /**
  19878. * Renders the submeshes in the order they were dispatched (no sort applied).
  19879. * @param subMeshes The submeshes to render
  19880. */
  19881. private static renderUnsorted;
  19882. /**
  19883. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19884. * are rendered back to front if in the same alpha index.
  19885. *
  19886. * @param a The first submesh
  19887. * @param b The second submesh
  19888. * @returns The result of the comparison
  19889. */
  19890. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19891. /**
  19892. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19893. * are rendered back to front.
  19894. *
  19895. * @param a The first submesh
  19896. * @param b The second submesh
  19897. * @returns The result of the comparison
  19898. */
  19899. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19900. /**
  19901. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19902. * are rendered front to back (prevent overdraw).
  19903. *
  19904. * @param a The first submesh
  19905. * @param b The second submesh
  19906. * @returns The result of the comparison
  19907. */
  19908. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19909. /**
  19910. * Resets the different lists of submeshes to prepare a new frame.
  19911. */
  19912. prepare(): void;
  19913. dispose(): void;
  19914. /**
  19915. * Inserts the submesh in its correct queue depending on its material.
  19916. * @param subMesh The submesh to dispatch
  19917. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19918. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19919. */
  19920. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19921. dispatchSprites(spriteManager: ISpriteManager): void;
  19922. dispatchParticles(particleSystem: IParticleSystem): void;
  19923. private _renderParticles;
  19924. private _renderSprites;
  19925. }
  19926. }
  19927. declare module "babylonjs/Rendering/renderingManager" {
  19928. import { Nullable } from "babylonjs/types";
  19929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19930. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19931. import { SmartArray } from "babylonjs/Misc/smartArray";
  19932. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19933. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19934. import { Material } from "babylonjs/Materials/material";
  19935. import { Scene } from "babylonjs/scene";
  19936. import { Camera } from "babylonjs/Cameras/camera";
  19937. /**
  19938. * Interface describing the different options available in the rendering manager
  19939. * regarding Auto Clear between groups.
  19940. */
  19941. export interface IRenderingManagerAutoClearSetup {
  19942. /**
  19943. * Defines whether or not autoclear is enable.
  19944. */
  19945. autoClear: boolean;
  19946. /**
  19947. * Defines whether or not to autoclear the depth buffer.
  19948. */
  19949. depth: boolean;
  19950. /**
  19951. * Defines whether or not to autoclear the stencil buffer.
  19952. */
  19953. stencil: boolean;
  19954. }
  19955. /**
  19956. * This class is used by the onRenderingGroupObservable
  19957. */
  19958. export class RenderingGroupInfo {
  19959. /**
  19960. * The Scene that being rendered
  19961. */
  19962. scene: Scene;
  19963. /**
  19964. * The camera currently used for the rendering pass
  19965. */
  19966. camera: Nullable<Camera>;
  19967. /**
  19968. * The ID of the renderingGroup being processed
  19969. */
  19970. renderingGroupId: number;
  19971. }
  19972. /**
  19973. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19974. * It is enable to manage the different groups as well as the different necessary sort functions.
  19975. * This should not be used directly aside of the few static configurations
  19976. */
  19977. export class RenderingManager {
  19978. /**
  19979. * The max id used for rendering groups (not included)
  19980. */
  19981. static MAX_RENDERINGGROUPS: number;
  19982. /**
  19983. * The min id used for rendering groups (included)
  19984. */
  19985. static MIN_RENDERINGGROUPS: number;
  19986. /**
  19987. * Used to globally prevent autoclearing scenes.
  19988. */
  19989. static AUTOCLEAR: boolean;
  19990. /**
  19991. * @hidden
  19992. */
  19993. _useSceneAutoClearSetup: boolean;
  19994. private _scene;
  19995. private _renderingGroups;
  19996. private _depthStencilBufferAlreadyCleaned;
  19997. private _autoClearDepthStencil;
  19998. private _customOpaqueSortCompareFn;
  19999. private _customAlphaTestSortCompareFn;
  20000. private _customTransparentSortCompareFn;
  20001. private _renderingGroupInfo;
  20002. /**
  20003. * Instantiates a new rendering group for a particular scene
  20004. * @param scene Defines the scene the groups belongs to
  20005. */
  20006. constructor(scene: Scene);
  20007. private _clearDepthStencilBuffer;
  20008. /**
  20009. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20010. * @hidden
  20011. */
  20012. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20013. /**
  20014. * Resets the different information of the group to prepare a new frame
  20015. * @hidden
  20016. */
  20017. reset(): void;
  20018. /**
  20019. * Dispose and release the group and its associated resources.
  20020. * @hidden
  20021. */
  20022. dispose(): void;
  20023. /**
  20024. * Clear the info related to rendering groups preventing retention points during dispose.
  20025. */
  20026. freeRenderingGroups(): void;
  20027. private _prepareRenderingGroup;
  20028. /**
  20029. * Add a sprite manager to the rendering manager in order to render it this frame.
  20030. * @param spriteManager Define the sprite manager to render
  20031. */
  20032. dispatchSprites(spriteManager: ISpriteManager): void;
  20033. /**
  20034. * Add a particle system to the rendering manager in order to render it this frame.
  20035. * @param particleSystem Define the particle system to render
  20036. */
  20037. dispatchParticles(particleSystem: IParticleSystem): void;
  20038. /**
  20039. * Add a submesh to the manager in order to render it this frame
  20040. * @param subMesh The submesh to dispatch
  20041. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20042. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20043. */
  20044. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20045. /**
  20046. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20047. * This allowed control for front to back rendering or reversly depending of the special needs.
  20048. *
  20049. * @param renderingGroupId The rendering group id corresponding to its index
  20050. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20051. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20052. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20053. */
  20054. 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;
  20055. /**
  20056. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20057. *
  20058. * @param renderingGroupId The rendering group id corresponding to its index
  20059. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20060. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20061. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20062. */
  20063. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20064. /**
  20065. * Gets the current auto clear configuration for one rendering group of the rendering
  20066. * manager.
  20067. * @param index the rendering group index to get the information for
  20068. * @returns The auto clear setup for the requested rendering group
  20069. */
  20070. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20071. }
  20072. }
  20073. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20074. import { Observable } from "babylonjs/Misc/observable";
  20075. import { SmartArray } from "babylonjs/Misc/smartArray";
  20076. import { Nullable } from "babylonjs/types";
  20077. import { Camera } from "babylonjs/Cameras/camera";
  20078. import { Scene } from "babylonjs/scene";
  20079. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20080. import { Color4 } from "babylonjs/Maths/math.color";
  20081. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20084. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20085. import { Texture } from "babylonjs/Materials/Textures/texture";
  20086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20087. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20088. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20089. import { Engine } from "babylonjs/Engines/engine";
  20090. /**
  20091. * This Helps creating a texture that will be created from a camera in your scene.
  20092. * It is basically a dynamic texture that could be used to create special effects for instance.
  20093. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20094. */
  20095. export class RenderTargetTexture extends Texture {
  20096. isCube: boolean;
  20097. /**
  20098. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20099. */
  20100. static readonly REFRESHRATE_RENDER_ONCE: number;
  20101. /**
  20102. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20103. */
  20104. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20105. /**
  20106. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20107. * the central point of your effect and can save a lot of performances.
  20108. */
  20109. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20110. /**
  20111. * Use this predicate to dynamically define the list of mesh you want to render.
  20112. * If set, the renderList property will be overwritten.
  20113. */
  20114. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20115. private _renderList;
  20116. /**
  20117. * Use this list to define the list of mesh you want to render.
  20118. */
  20119. renderList: Nullable<Array<AbstractMesh>>;
  20120. private _hookArray;
  20121. /**
  20122. * Define if particles should be rendered in your texture.
  20123. */
  20124. renderParticles: boolean;
  20125. /**
  20126. * Define if sprites should be rendered in your texture.
  20127. */
  20128. renderSprites: boolean;
  20129. /**
  20130. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20131. */
  20132. coordinatesMode: number;
  20133. /**
  20134. * Define the camera used to render the texture.
  20135. */
  20136. activeCamera: Nullable<Camera>;
  20137. /**
  20138. * Override the render function of the texture with your own one.
  20139. */
  20140. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20141. /**
  20142. * Define if camera post processes should be use while rendering the texture.
  20143. */
  20144. useCameraPostProcesses: boolean;
  20145. /**
  20146. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20147. */
  20148. ignoreCameraViewport: boolean;
  20149. private _postProcessManager;
  20150. private _postProcesses;
  20151. private _resizeObserver;
  20152. /**
  20153. * An event triggered when the texture is unbind.
  20154. */
  20155. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20156. /**
  20157. * An event triggered when the texture is unbind.
  20158. */
  20159. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20160. private _onAfterUnbindObserver;
  20161. /**
  20162. * Set a after unbind callback in the texture.
  20163. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20164. */
  20165. onAfterUnbind: () => void;
  20166. /**
  20167. * An event triggered before rendering the texture
  20168. */
  20169. onBeforeRenderObservable: Observable<number>;
  20170. private _onBeforeRenderObserver;
  20171. /**
  20172. * Set a before render callback in the texture.
  20173. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20174. */
  20175. onBeforeRender: (faceIndex: number) => void;
  20176. /**
  20177. * An event triggered after rendering the texture
  20178. */
  20179. onAfterRenderObservable: Observable<number>;
  20180. private _onAfterRenderObserver;
  20181. /**
  20182. * Set a after render callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20184. */
  20185. onAfterRender: (faceIndex: number) => void;
  20186. /**
  20187. * An event triggered after the texture clear
  20188. */
  20189. onClearObservable: Observable<Engine>;
  20190. private _onClearObserver;
  20191. /**
  20192. * Set a clear callback in the texture.
  20193. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20194. */
  20195. onClear: (Engine: Engine) => void;
  20196. /**
  20197. * Define the clear color of the Render Target if it should be different from the scene.
  20198. */
  20199. clearColor: Color4;
  20200. protected _size: number | {
  20201. width: number;
  20202. height: number;
  20203. };
  20204. protected _initialSizeParameter: number | {
  20205. width: number;
  20206. height: number;
  20207. } | {
  20208. ratio: number;
  20209. };
  20210. protected _sizeRatio: Nullable<number>;
  20211. /** @hidden */
  20212. _generateMipMaps: boolean;
  20213. protected _renderingManager: RenderingManager;
  20214. /** @hidden */
  20215. _waitingRenderList: string[];
  20216. protected _doNotChangeAspectRatio: boolean;
  20217. protected _currentRefreshId: number;
  20218. protected _refreshRate: number;
  20219. protected _textureMatrix: Matrix;
  20220. protected _samples: number;
  20221. protected _renderTargetOptions: RenderTargetCreationOptions;
  20222. /**
  20223. * Gets render target creation options that were used.
  20224. */
  20225. readonly renderTargetOptions: RenderTargetCreationOptions;
  20226. protected _engine: Engine;
  20227. protected _onRatioRescale(): void;
  20228. /**
  20229. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20230. * It must define where the camera used to render the texture is set
  20231. */
  20232. boundingBoxPosition: Vector3;
  20233. private _boundingBoxSize;
  20234. /**
  20235. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20236. * When defined, the cubemap will switch to local mode
  20237. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20238. * @example https://www.babylonjs-playground.com/#RNASML
  20239. */
  20240. boundingBoxSize: Vector3;
  20241. /**
  20242. * In case the RTT has been created with a depth texture, get the associated
  20243. * depth texture.
  20244. * Otherwise, return null.
  20245. */
  20246. depthStencilTexture: Nullable<InternalTexture>;
  20247. /**
  20248. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20249. * or used a shadow, depth texture...
  20250. * @param name The friendly name of the texture
  20251. * @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)
  20252. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20253. * @param generateMipMaps True if mip maps need to be generated after render.
  20254. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20255. * @param type The type of the buffer in the RTT (int, half float, float...)
  20256. * @param isCube True if a cube texture needs to be created
  20257. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20258. * @param generateDepthBuffer True to generate a depth buffer
  20259. * @param generateStencilBuffer True to generate a stencil buffer
  20260. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20261. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20262. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20263. */
  20264. constructor(name: string, size: number | {
  20265. width: number;
  20266. height: number;
  20267. } | {
  20268. ratio: number;
  20269. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20270. /**
  20271. * Creates a depth stencil texture.
  20272. * This is only available in WebGL 2 or with the depth texture extension available.
  20273. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20274. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20275. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20276. */
  20277. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20278. private _processSizeParameter;
  20279. /**
  20280. * Define the number of samples to use in case of MSAA.
  20281. * It defaults to one meaning no MSAA has been enabled.
  20282. */
  20283. samples: number;
  20284. /**
  20285. * Resets the refresh counter of the texture and start bak from scratch.
  20286. * Could be useful to regenerate the texture if it is setup to render only once.
  20287. */
  20288. resetRefreshCounter(): void;
  20289. /**
  20290. * Define the refresh rate of the texture or the rendering frequency.
  20291. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20292. */
  20293. refreshRate: number;
  20294. /**
  20295. * Adds a post process to the render target rendering passes.
  20296. * @param postProcess define the post process to add
  20297. */
  20298. addPostProcess(postProcess: PostProcess): void;
  20299. /**
  20300. * Clear all the post processes attached to the render target
  20301. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20302. */
  20303. clearPostProcesses(dispose?: boolean): void;
  20304. /**
  20305. * Remove one of the post process from the list of attached post processes to the texture
  20306. * @param postProcess define the post process to remove from the list
  20307. */
  20308. removePostProcess(postProcess: PostProcess): void;
  20309. /** @hidden */
  20310. _shouldRender(): boolean;
  20311. /**
  20312. * Gets the actual render size of the texture.
  20313. * @returns the width of the render size
  20314. */
  20315. getRenderSize(): number;
  20316. /**
  20317. * Gets the actual render width of the texture.
  20318. * @returns the width of the render size
  20319. */
  20320. getRenderWidth(): number;
  20321. /**
  20322. * Gets the actual render height of the texture.
  20323. * @returns the height of the render size
  20324. */
  20325. getRenderHeight(): number;
  20326. /**
  20327. * Get if the texture can be rescaled or not.
  20328. */
  20329. readonly canRescale: boolean;
  20330. /**
  20331. * Resize the texture using a ratio.
  20332. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20333. */
  20334. scale(ratio: number): void;
  20335. /**
  20336. * Get the texture reflection matrix used to rotate/transform the reflection.
  20337. * @returns the reflection matrix
  20338. */
  20339. getReflectionTextureMatrix(): Matrix;
  20340. /**
  20341. * Resize the texture to a new desired size.
  20342. * Be carrefull as it will recreate all the data in the new texture.
  20343. * @param size Define the new size. It can be:
  20344. * - a number for squared texture,
  20345. * - an object containing { width: number, height: number }
  20346. * - or an object containing a ratio { ratio: number }
  20347. */
  20348. resize(size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }): void;
  20354. /**
  20355. * Renders all the objects from the render list into the texture.
  20356. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20357. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20358. */
  20359. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20360. private _bestReflectionRenderTargetDimension;
  20361. /**
  20362. * @hidden
  20363. * @param faceIndex face index to bind to if this is a cubetexture
  20364. */
  20365. _bindFrameBuffer(faceIndex?: number): void;
  20366. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20367. private renderToTarget;
  20368. /**
  20369. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20370. * This allowed control for front to back rendering or reversly depending of the special needs.
  20371. *
  20372. * @param renderingGroupId The rendering group id corresponding to its index
  20373. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20374. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20375. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20376. */
  20377. 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;
  20378. /**
  20379. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20380. *
  20381. * @param renderingGroupId The rendering group id corresponding to its index
  20382. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20383. */
  20384. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20385. /**
  20386. * Clones the texture.
  20387. * @returns the cloned texture
  20388. */
  20389. clone(): RenderTargetTexture;
  20390. /**
  20391. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20392. * @returns The JSON representation of the texture
  20393. */
  20394. serialize(): any;
  20395. /**
  20396. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20397. */
  20398. disposeFramebufferObjects(): void;
  20399. /**
  20400. * Dispose the texture and release its associated resources.
  20401. */
  20402. dispose(): void;
  20403. /** @hidden */
  20404. _rebuild(): void;
  20405. /**
  20406. * Clear the info related to rendering groups preventing retention point in material dispose.
  20407. */
  20408. freeRenderingGroups(): void;
  20409. /**
  20410. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20411. * @returns the view count
  20412. */
  20413. getViewCount(): number;
  20414. }
  20415. }
  20416. declare module "babylonjs/Materials/material" {
  20417. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20418. import { SmartArray } from "babylonjs/Misc/smartArray";
  20419. import { Observable } from "babylonjs/Misc/observable";
  20420. import { Nullable } from "babylonjs/types";
  20421. import { Scene } from "babylonjs/scene";
  20422. import { Matrix } from "babylonjs/Maths/math.vector";
  20423. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20425. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20426. import { Effect } from "babylonjs/Materials/effect";
  20427. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20428. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20429. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20430. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20431. import { Mesh } from "babylonjs/Meshes/mesh";
  20432. import { Animation } from "babylonjs/Animations/animation";
  20433. /**
  20434. * Base class for the main features of a material in Babylon.js
  20435. */
  20436. export class Material implements IAnimatable {
  20437. /**
  20438. * Returns the triangle fill mode
  20439. */
  20440. static readonly TriangleFillMode: number;
  20441. /**
  20442. * Returns the wireframe mode
  20443. */
  20444. static readonly WireFrameFillMode: number;
  20445. /**
  20446. * Returns the point fill mode
  20447. */
  20448. static readonly PointFillMode: number;
  20449. /**
  20450. * Returns the point list draw mode
  20451. */
  20452. static readonly PointListDrawMode: number;
  20453. /**
  20454. * Returns the line list draw mode
  20455. */
  20456. static readonly LineListDrawMode: number;
  20457. /**
  20458. * Returns the line loop draw mode
  20459. */
  20460. static readonly LineLoopDrawMode: number;
  20461. /**
  20462. * Returns the line strip draw mode
  20463. */
  20464. static readonly LineStripDrawMode: number;
  20465. /**
  20466. * Returns the triangle strip draw mode
  20467. */
  20468. static readonly TriangleStripDrawMode: number;
  20469. /**
  20470. * Returns the triangle fan draw mode
  20471. */
  20472. static readonly TriangleFanDrawMode: number;
  20473. /**
  20474. * Stores the clock-wise side orientation
  20475. */
  20476. static readonly ClockWiseSideOrientation: number;
  20477. /**
  20478. * Stores the counter clock-wise side orientation
  20479. */
  20480. static readonly CounterClockWiseSideOrientation: number;
  20481. /**
  20482. * The dirty texture flag value
  20483. */
  20484. static readonly TextureDirtyFlag: number;
  20485. /**
  20486. * The dirty light flag value
  20487. */
  20488. static readonly LightDirtyFlag: number;
  20489. /**
  20490. * The dirty fresnel flag value
  20491. */
  20492. static readonly FresnelDirtyFlag: number;
  20493. /**
  20494. * The dirty attribute flag value
  20495. */
  20496. static readonly AttributesDirtyFlag: number;
  20497. /**
  20498. * The dirty misc flag value
  20499. */
  20500. static readonly MiscDirtyFlag: number;
  20501. /**
  20502. * The all dirty flag value
  20503. */
  20504. static readonly AllDirtyFlag: number;
  20505. /**
  20506. * The ID of the material
  20507. */
  20508. id: string;
  20509. /**
  20510. * Gets or sets the unique id of the material
  20511. */
  20512. uniqueId: number;
  20513. /**
  20514. * The name of the material
  20515. */
  20516. name: string;
  20517. /**
  20518. * Gets or sets user defined metadata
  20519. */
  20520. metadata: any;
  20521. /**
  20522. * For internal use only. Please do not use.
  20523. */
  20524. reservedDataStore: any;
  20525. /**
  20526. * Specifies if the ready state should be checked on each call
  20527. */
  20528. checkReadyOnEveryCall: boolean;
  20529. /**
  20530. * Specifies if the ready state should be checked once
  20531. */
  20532. checkReadyOnlyOnce: boolean;
  20533. /**
  20534. * The state of the material
  20535. */
  20536. state: string;
  20537. /**
  20538. * The alpha value of the material
  20539. */
  20540. protected _alpha: number;
  20541. /**
  20542. * List of inspectable custom properties (used by the Inspector)
  20543. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20544. */
  20545. inspectableCustomProperties: IInspectable[];
  20546. /**
  20547. * Sets the alpha value of the material
  20548. */
  20549. /**
  20550. * Gets the alpha value of the material
  20551. */
  20552. alpha: number;
  20553. /**
  20554. * Specifies if back face culling is enabled
  20555. */
  20556. protected _backFaceCulling: boolean;
  20557. /**
  20558. * Sets the back-face culling state
  20559. */
  20560. /**
  20561. * Gets the back-face culling state
  20562. */
  20563. backFaceCulling: boolean;
  20564. /**
  20565. * Stores the value for side orientation
  20566. */
  20567. sideOrientation: number;
  20568. /**
  20569. * Callback triggered when the material is compiled
  20570. */
  20571. onCompiled: Nullable<(effect: Effect) => void>;
  20572. /**
  20573. * Callback triggered when an error occurs
  20574. */
  20575. onError: Nullable<(effect: Effect, errors: string) => void>;
  20576. /**
  20577. * Callback triggered to get the render target textures
  20578. */
  20579. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20580. /**
  20581. * Gets a boolean indicating that current material needs to register RTT
  20582. */
  20583. readonly hasRenderTargetTextures: boolean;
  20584. /**
  20585. * Specifies if the material should be serialized
  20586. */
  20587. doNotSerialize: boolean;
  20588. /**
  20589. * @hidden
  20590. */
  20591. _storeEffectOnSubMeshes: boolean;
  20592. /**
  20593. * Stores the animations for the material
  20594. */
  20595. animations: Nullable<Array<Animation>>;
  20596. /**
  20597. * An event triggered when the material is disposed
  20598. */
  20599. onDisposeObservable: Observable<Material>;
  20600. /**
  20601. * An observer which watches for dispose events
  20602. */
  20603. private _onDisposeObserver;
  20604. private _onUnBindObservable;
  20605. /**
  20606. * Called during a dispose event
  20607. */
  20608. onDispose: () => void;
  20609. private _onBindObservable;
  20610. /**
  20611. * An event triggered when the material is bound
  20612. */
  20613. readonly onBindObservable: Observable<AbstractMesh>;
  20614. /**
  20615. * An observer which watches for bind events
  20616. */
  20617. private _onBindObserver;
  20618. /**
  20619. * Called during a bind event
  20620. */
  20621. onBind: (Mesh: AbstractMesh) => void;
  20622. /**
  20623. * An event triggered when the material is unbound
  20624. */
  20625. readonly onUnBindObservable: Observable<Material>;
  20626. /**
  20627. * Stores the value of the alpha mode
  20628. */
  20629. private _alphaMode;
  20630. /**
  20631. * Sets the value of the alpha mode.
  20632. *
  20633. * | Value | Type | Description |
  20634. * | --- | --- | --- |
  20635. * | 0 | ALPHA_DISABLE | |
  20636. * | 1 | ALPHA_ADD | |
  20637. * | 2 | ALPHA_COMBINE | |
  20638. * | 3 | ALPHA_SUBTRACT | |
  20639. * | 4 | ALPHA_MULTIPLY | |
  20640. * | 5 | ALPHA_MAXIMIZED | |
  20641. * | 6 | ALPHA_ONEONE | |
  20642. * | 7 | ALPHA_PREMULTIPLIED | |
  20643. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20644. * | 9 | ALPHA_INTERPOLATE | |
  20645. * | 10 | ALPHA_SCREENMODE | |
  20646. *
  20647. */
  20648. /**
  20649. * Gets the value of the alpha mode
  20650. */
  20651. alphaMode: number;
  20652. /**
  20653. * Stores the state of the need depth pre-pass value
  20654. */
  20655. private _needDepthPrePass;
  20656. /**
  20657. * Sets the need depth pre-pass value
  20658. */
  20659. /**
  20660. * Gets the depth pre-pass value
  20661. */
  20662. needDepthPrePass: boolean;
  20663. /**
  20664. * Specifies if depth writing should be disabled
  20665. */
  20666. disableDepthWrite: boolean;
  20667. /**
  20668. * Specifies if depth writing should be forced
  20669. */
  20670. forceDepthWrite: boolean;
  20671. /**
  20672. * Specifies if there should be a separate pass for culling
  20673. */
  20674. separateCullingPass: boolean;
  20675. /**
  20676. * Stores the state specifing if fog should be enabled
  20677. */
  20678. private _fogEnabled;
  20679. /**
  20680. * Sets the state for enabling fog
  20681. */
  20682. /**
  20683. * Gets the value of the fog enabled state
  20684. */
  20685. fogEnabled: boolean;
  20686. /**
  20687. * Stores the size of points
  20688. */
  20689. pointSize: number;
  20690. /**
  20691. * Stores the z offset value
  20692. */
  20693. zOffset: number;
  20694. /**
  20695. * Gets a value specifying if wireframe mode is enabled
  20696. */
  20697. /**
  20698. * Sets the state of wireframe mode
  20699. */
  20700. wireframe: boolean;
  20701. /**
  20702. * Gets the value specifying if point clouds are enabled
  20703. */
  20704. /**
  20705. * Sets the state of point cloud mode
  20706. */
  20707. pointsCloud: boolean;
  20708. /**
  20709. * Gets the material fill mode
  20710. */
  20711. /**
  20712. * Sets the material fill mode
  20713. */
  20714. fillMode: number;
  20715. /**
  20716. * @hidden
  20717. * Stores the effects for the material
  20718. */
  20719. _effect: Nullable<Effect>;
  20720. /**
  20721. * @hidden
  20722. * Specifies if the material was previously ready
  20723. */
  20724. _wasPreviouslyReady: boolean;
  20725. /**
  20726. * Specifies if uniform buffers should be used
  20727. */
  20728. private _useUBO;
  20729. /**
  20730. * Stores a reference to the scene
  20731. */
  20732. private _scene;
  20733. /**
  20734. * Stores the fill mode state
  20735. */
  20736. private _fillMode;
  20737. /**
  20738. * Specifies if the depth write state should be cached
  20739. */
  20740. private _cachedDepthWriteState;
  20741. /**
  20742. * Stores the uniform buffer
  20743. */
  20744. protected _uniformBuffer: UniformBuffer;
  20745. /** @hidden */
  20746. _indexInSceneMaterialArray: number;
  20747. /** @hidden */
  20748. meshMap: Nullable<{
  20749. [id: string]: AbstractMesh | undefined;
  20750. }>;
  20751. /**
  20752. * Creates a material instance
  20753. * @param name defines the name of the material
  20754. * @param scene defines the scene to reference
  20755. * @param doNotAdd specifies if the material should be added to the scene
  20756. */
  20757. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20758. /**
  20759. * Returns a string representation of the current material
  20760. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20761. * @returns a string with material information
  20762. */
  20763. toString(fullDetails?: boolean): string;
  20764. /**
  20765. * Gets the class name of the material
  20766. * @returns a string with the class name of the material
  20767. */
  20768. getClassName(): string;
  20769. /**
  20770. * Specifies if updates for the material been locked
  20771. */
  20772. readonly isFrozen: boolean;
  20773. /**
  20774. * Locks updates for the material
  20775. */
  20776. freeze(): void;
  20777. /**
  20778. * Unlocks updates for the material
  20779. */
  20780. unfreeze(): void;
  20781. /**
  20782. * Specifies if the material is ready to be used
  20783. * @param mesh defines the mesh to check
  20784. * @param useInstances specifies if instances should be used
  20785. * @returns a boolean indicating if the material is ready to be used
  20786. */
  20787. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20788. /**
  20789. * Specifies that the submesh is ready to be used
  20790. * @param mesh defines the mesh to check
  20791. * @param subMesh defines which submesh to check
  20792. * @param useInstances specifies that instances should be used
  20793. * @returns a boolean indicating that the submesh is ready or not
  20794. */
  20795. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20796. /**
  20797. * Returns the material effect
  20798. * @returns the effect associated with the material
  20799. */
  20800. getEffect(): Nullable<Effect>;
  20801. /**
  20802. * Returns the current scene
  20803. * @returns a Scene
  20804. */
  20805. getScene(): Scene;
  20806. /**
  20807. * Specifies if the material will require alpha blending
  20808. * @returns a boolean specifying if alpha blending is needed
  20809. */
  20810. needAlphaBlending(): boolean;
  20811. /**
  20812. * Specifies if the mesh will require alpha blending
  20813. * @param mesh defines the mesh to check
  20814. * @returns a boolean specifying if alpha blending is needed for the mesh
  20815. */
  20816. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20817. /**
  20818. * Specifies if this material should be rendered in alpha test mode
  20819. * @returns a boolean specifying if an alpha test is needed.
  20820. */
  20821. needAlphaTesting(): boolean;
  20822. /**
  20823. * Gets the texture used for the alpha test
  20824. * @returns the texture to use for alpha testing
  20825. */
  20826. getAlphaTestTexture(): Nullable<BaseTexture>;
  20827. /**
  20828. * Marks the material to indicate that it needs to be re-calculated
  20829. */
  20830. markDirty(): void;
  20831. /** @hidden */
  20832. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20833. /**
  20834. * Binds the material to the mesh
  20835. * @param world defines the world transformation matrix
  20836. * @param mesh defines the mesh to bind the material to
  20837. */
  20838. bind(world: Matrix, mesh?: Mesh): void;
  20839. /**
  20840. * Binds the submesh to the material
  20841. * @param world defines the world transformation matrix
  20842. * @param mesh defines the mesh containing the submesh
  20843. * @param subMesh defines the submesh to bind the material to
  20844. */
  20845. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20846. /**
  20847. * Binds the world matrix to the material
  20848. * @param world defines the world transformation matrix
  20849. */
  20850. bindOnlyWorldMatrix(world: Matrix): void;
  20851. /**
  20852. * Binds the scene's uniform buffer to the effect.
  20853. * @param effect defines the effect to bind to the scene uniform buffer
  20854. * @param sceneUbo defines the uniform buffer storing scene data
  20855. */
  20856. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20857. /**
  20858. * Binds the view matrix to the effect
  20859. * @param effect defines the effect to bind the view matrix to
  20860. */
  20861. bindView(effect: Effect): void;
  20862. /**
  20863. * Binds the view projection matrix to the effect
  20864. * @param effect defines the effect to bind the view projection matrix to
  20865. */
  20866. bindViewProjection(effect: Effect): void;
  20867. /**
  20868. * Specifies if material alpha testing should be turned on for the mesh
  20869. * @param mesh defines the mesh to check
  20870. */
  20871. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20872. /**
  20873. * Processes to execute after binding the material to a mesh
  20874. * @param mesh defines the rendered mesh
  20875. */
  20876. protected _afterBind(mesh?: Mesh): void;
  20877. /**
  20878. * Unbinds the material from the mesh
  20879. */
  20880. unbind(): void;
  20881. /**
  20882. * Gets the active textures from the material
  20883. * @returns an array of textures
  20884. */
  20885. getActiveTextures(): BaseTexture[];
  20886. /**
  20887. * Specifies if the material uses a texture
  20888. * @param texture defines the texture to check against the material
  20889. * @returns a boolean specifying if the material uses the texture
  20890. */
  20891. hasTexture(texture: BaseTexture): boolean;
  20892. /**
  20893. * Makes a duplicate of the material, and gives it a new name
  20894. * @param name defines the new name for the duplicated material
  20895. * @returns the cloned material
  20896. */
  20897. clone(name: string): Nullable<Material>;
  20898. /**
  20899. * Gets the meshes bound to the material
  20900. * @returns an array of meshes bound to the material
  20901. */
  20902. getBindedMeshes(): AbstractMesh[];
  20903. /**
  20904. * Force shader compilation
  20905. * @param mesh defines the mesh associated with this material
  20906. * @param onCompiled defines a function to execute once the material is compiled
  20907. * @param options defines the options to configure the compilation
  20908. */
  20909. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20910. clipPlane: boolean;
  20911. }>): void;
  20912. /**
  20913. * Force shader compilation
  20914. * @param mesh defines the mesh that will use this material
  20915. * @param options defines additional options for compiling the shaders
  20916. * @returns a promise that resolves when the compilation completes
  20917. */
  20918. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20919. clipPlane: boolean;
  20920. }>): Promise<void>;
  20921. private static readonly _AllDirtyCallBack;
  20922. private static readonly _ImageProcessingDirtyCallBack;
  20923. private static readonly _TextureDirtyCallBack;
  20924. private static readonly _FresnelDirtyCallBack;
  20925. private static readonly _MiscDirtyCallBack;
  20926. private static readonly _LightsDirtyCallBack;
  20927. private static readonly _AttributeDirtyCallBack;
  20928. private static _FresnelAndMiscDirtyCallBack;
  20929. private static _TextureAndMiscDirtyCallBack;
  20930. private static readonly _DirtyCallbackArray;
  20931. private static readonly _RunDirtyCallBacks;
  20932. /**
  20933. * Marks a define in the material to indicate that it needs to be re-computed
  20934. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20935. */
  20936. markAsDirty(flag: number): void;
  20937. /**
  20938. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20939. * @param func defines a function which checks material defines against the submeshes
  20940. */
  20941. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20942. /**
  20943. * Indicates that we need to re-calculated for all submeshes
  20944. */
  20945. protected _markAllSubMeshesAsAllDirty(): void;
  20946. /**
  20947. * Indicates that image processing needs to be re-calculated for all submeshes
  20948. */
  20949. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20950. /**
  20951. * Indicates that textures need to be re-calculated for all submeshes
  20952. */
  20953. protected _markAllSubMeshesAsTexturesDirty(): void;
  20954. /**
  20955. * Indicates that fresnel needs to be re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsFresnelDirty(): void;
  20958. /**
  20959. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20962. /**
  20963. * Indicates that lights need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsLightsDirty(): void;
  20966. /**
  20967. * Indicates that attributes need to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsAttributesDirty(): void;
  20970. /**
  20971. * Indicates that misc needs to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsMiscDirty(): void;
  20974. /**
  20975. * Indicates that textures and misc need to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20978. /**
  20979. * Disposes the material
  20980. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20981. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20982. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20983. */
  20984. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20985. /** @hidden */
  20986. private releaseVertexArrayObject;
  20987. /**
  20988. * Serializes this material
  20989. * @returns the serialized material object
  20990. */
  20991. serialize(): any;
  20992. /**
  20993. * Creates a material from parsed material data
  20994. * @param parsedMaterial defines parsed material data
  20995. * @param scene defines the hosting scene
  20996. * @param rootUrl defines the root URL to use to load textures
  20997. * @returns a new material
  20998. */
  20999. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21000. }
  21001. }
  21002. declare module "babylonjs/Materials/multiMaterial" {
  21003. import { Nullable } from "babylonjs/types";
  21004. import { Scene } from "babylonjs/scene";
  21005. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21006. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21007. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21008. import { Material } from "babylonjs/Materials/material";
  21009. /**
  21010. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21011. * separate meshes. This can be use to improve performances.
  21012. * @see http://doc.babylonjs.com/how_to/multi_materials
  21013. */
  21014. export class MultiMaterial extends Material {
  21015. private _subMaterials;
  21016. /**
  21017. * Gets or Sets the list of Materials used within the multi material.
  21018. * They need to be ordered according to the submeshes order in the associated mesh
  21019. */
  21020. subMaterials: Nullable<Material>[];
  21021. /**
  21022. * Function used to align with Node.getChildren()
  21023. * @returns the list of Materials used within the multi material
  21024. */
  21025. getChildren(): Nullable<Material>[];
  21026. /**
  21027. * Instantiates a new Multi Material
  21028. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21029. * separate meshes. This can be use to improve performances.
  21030. * @see http://doc.babylonjs.com/how_to/multi_materials
  21031. * @param name Define the name in the scene
  21032. * @param scene Define the scene the material belongs to
  21033. */
  21034. constructor(name: string, scene: Scene);
  21035. private _hookArray;
  21036. /**
  21037. * Get one of the submaterial by its index in the submaterials array
  21038. * @param index The index to look the sub material at
  21039. * @returns The Material if the index has been defined
  21040. */
  21041. getSubMaterial(index: number): Nullable<Material>;
  21042. /**
  21043. * Get the list of active textures for the whole sub materials list.
  21044. * @returns All the textures that will be used during the rendering
  21045. */
  21046. getActiveTextures(): BaseTexture[];
  21047. /**
  21048. * Gets the current class name of the material e.g. "MultiMaterial"
  21049. * Mainly use in serialization.
  21050. * @returns the class name
  21051. */
  21052. getClassName(): string;
  21053. /**
  21054. * Checks if the material is ready to render the requested sub mesh
  21055. * @param mesh Define the mesh the submesh belongs to
  21056. * @param subMesh Define the sub mesh to look readyness for
  21057. * @param useInstances Define whether or not the material is used with instances
  21058. * @returns true if ready, otherwise false
  21059. */
  21060. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21061. /**
  21062. * Clones the current material and its related sub materials
  21063. * @param name Define the name of the newly cloned material
  21064. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21065. * @returns the cloned material
  21066. */
  21067. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21068. /**
  21069. * Serializes the materials into a JSON representation.
  21070. * @returns the JSON representation
  21071. */
  21072. serialize(): any;
  21073. /**
  21074. * Dispose the material and release its associated resources
  21075. * @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)
  21076. * @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)
  21077. * @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)
  21078. */
  21079. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21080. /**
  21081. * Creates a MultiMaterial from parsed MultiMaterial data.
  21082. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21083. * @param scene defines the hosting scene
  21084. * @returns a new MultiMaterial
  21085. */
  21086. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21087. }
  21088. }
  21089. declare module "babylonjs/Meshes/subMesh" {
  21090. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21091. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21092. import { Engine } from "babylonjs/Engines/engine";
  21093. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21094. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21095. import { Effect } from "babylonjs/Materials/effect";
  21096. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21097. import { Plane } from "babylonjs/Maths/math.plane";
  21098. import { Collider } from "babylonjs/Collisions/collider";
  21099. import { Material } from "babylonjs/Materials/material";
  21100. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21102. import { Mesh } from "babylonjs/Meshes/mesh";
  21103. import { Ray } from "babylonjs/Culling/ray";
  21104. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21105. /**
  21106. * Base class for submeshes
  21107. */
  21108. export class BaseSubMesh {
  21109. /** @hidden */
  21110. _materialDefines: Nullable<MaterialDefines>;
  21111. /** @hidden */
  21112. _materialEffect: Nullable<Effect>;
  21113. /**
  21114. * Gets associated effect
  21115. */
  21116. readonly effect: Nullable<Effect>;
  21117. /**
  21118. * Sets associated effect (effect used to render this submesh)
  21119. * @param effect defines the effect to associate with
  21120. * @param defines defines the set of defines used to compile this effect
  21121. */
  21122. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21123. }
  21124. /**
  21125. * Defines a subdivision inside a mesh
  21126. */
  21127. export class SubMesh extends BaseSubMesh implements ICullable {
  21128. /** the material index to use */
  21129. materialIndex: number;
  21130. /** vertex index start */
  21131. verticesStart: number;
  21132. /** vertices count */
  21133. verticesCount: number;
  21134. /** index start */
  21135. indexStart: number;
  21136. /** indices count */
  21137. indexCount: number;
  21138. /** @hidden */
  21139. _linesIndexCount: number;
  21140. private _mesh;
  21141. private _renderingMesh;
  21142. private _boundingInfo;
  21143. private _linesIndexBuffer;
  21144. /** @hidden */
  21145. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21146. /** @hidden */
  21147. _trianglePlanes: Plane[];
  21148. /** @hidden */
  21149. _lastColliderTransformMatrix: Nullable<Matrix>;
  21150. /** @hidden */
  21151. _renderId: number;
  21152. /** @hidden */
  21153. _alphaIndex: number;
  21154. /** @hidden */
  21155. _distanceToCamera: number;
  21156. /** @hidden */
  21157. _id: number;
  21158. private _currentMaterial;
  21159. /**
  21160. * Add a new submesh to a mesh
  21161. * @param materialIndex defines the material index to use
  21162. * @param verticesStart defines vertex index start
  21163. * @param verticesCount defines vertices count
  21164. * @param indexStart defines index start
  21165. * @param indexCount defines indices count
  21166. * @param mesh defines the parent mesh
  21167. * @param renderingMesh defines an optional rendering mesh
  21168. * @param createBoundingBox defines if bounding box should be created for this submesh
  21169. * @returns the new submesh
  21170. */
  21171. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21172. /**
  21173. * Creates a new submesh
  21174. * @param materialIndex defines the material index to use
  21175. * @param verticesStart defines vertex index start
  21176. * @param verticesCount defines vertices count
  21177. * @param indexStart defines index start
  21178. * @param indexCount defines indices count
  21179. * @param mesh defines the parent mesh
  21180. * @param renderingMesh defines an optional rendering mesh
  21181. * @param createBoundingBox defines if bounding box should be created for this submesh
  21182. */
  21183. constructor(
  21184. /** the material index to use */
  21185. materialIndex: number,
  21186. /** vertex index start */
  21187. verticesStart: number,
  21188. /** vertices count */
  21189. verticesCount: number,
  21190. /** index start */
  21191. indexStart: number,
  21192. /** indices count */
  21193. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21194. /**
  21195. * Returns true if this submesh covers the entire parent mesh
  21196. * @ignorenaming
  21197. */
  21198. readonly IsGlobal: boolean;
  21199. /**
  21200. * Returns the submesh BoudingInfo object
  21201. * @returns current bounding info (or mesh's one if the submesh is global)
  21202. */
  21203. getBoundingInfo(): BoundingInfo;
  21204. /**
  21205. * Sets the submesh BoundingInfo
  21206. * @param boundingInfo defines the new bounding info to use
  21207. * @returns the SubMesh
  21208. */
  21209. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21210. /**
  21211. * Returns the mesh of the current submesh
  21212. * @return the parent mesh
  21213. */
  21214. getMesh(): AbstractMesh;
  21215. /**
  21216. * Returns the rendering mesh of the submesh
  21217. * @returns the rendering mesh (could be different from parent mesh)
  21218. */
  21219. getRenderingMesh(): Mesh;
  21220. /**
  21221. * Returns the submesh material
  21222. * @returns null or the current material
  21223. */
  21224. getMaterial(): Nullable<Material>;
  21225. /**
  21226. * Sets a new updated BoundingInfo object to the submesh
  21227. * @param data defines an optional position array to use to determine the bounding info
  21228. * @returns the SubMesh
  21229. */
  21230. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21231. /** @hidden */
  21232. _checkCollision(collider: Collider): boolean;
  21233. /**
  21234. * Updates the submesh BoundingInfo
  21235. * @param world defines the world matrix to use to update the bounding info
  21236. * @returns the submesh
  21237. */
  21238. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21239. /**
  21240. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21241. * @param frustumPlanes defines the frustum planes
  21242. * @returns true if the submesh is intersecting with the frustum
  21243. */
  21244. isInFrustum(frustumPlanes: Plane[]): boolean;
  21245. /**
  21246. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21247. * @param frustumPlanes defines the frustum planes
  21248. * @returns true if the submesh is inside the frustum
  21249. */
  21250. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21251. /**
  21252. * Renders the submesh
  21253. * @param enableAlphaMode defines if alpha needs to be used
  21254. * @returns the submesh
  21255. */
  21256. render(enableAlphaMode: boolean): SubMesh;
  21257. /**
  21258. * @hidden
  21259. */
  21260. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21261. /**
  21262. * Checks if the submesh intersects with a ray
  21263. * @param ray defines the ray to test
  21264. * @returns true is the passed ray intersects the submesh bounding box
  21265. */
  21266. canIntersects(ray: Ray): boolean;
  21267. /**
  21268. * Intersects current submesh with a ray
  21269. * @param ray defines the ray to test
  21270. * @param positions defines mesh's positions array
  21271. * @param indices defines mesh's indices array
  21272. * @param fastCheck defines if only bounding info should be used
  21273. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21274. * @returns intersection info or null if no intersection
  21275. */
  21276. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21277. /** @hidden */
  21278. private _intersectLines;
  21279. /** @hidden */
  21280. private _intersectUnIndexedLines;
  21281. /** @hidden */
  21282. private _intersectTriangles;
  21283. /** @hidden */
  21284. private _intersectUnIndexedTriangles;
  21285. /** @hidden */
  21286. _rebuild(): void;
  21287. /**
  21288. * Creates a new submesh from the passed mesh
  21289. * @param newMesh defines the new hosting mesh
  21290. * @param newRenderingMesh defines an optional rendering mesh
  21291. * @returns the new submesh
  21292. */
  21293. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21294. /**
  21295. * Release associated resources
  21296. */
  21297. dispose(): void;
  21298. /**
  21299. * Gets the class name
  21300. * @returns the string "SubMesh".
  21301. */
  21302. getClassName(): string;
  21303. /**
  21304. * Creates a new submesh from indices data
  21305. * @param materialIndex the index of the main mesh material
  21306. * @param startIndex the index where to start the copy in the mesh indices array
  21307. * @param indexCount the number of indices to copy then from the startIndex
  21308. * @param mesh the main mesh to create the submesh from
  21309. * @param renderingMesh the optional rendering mesh
  21310. * @returns a new submesh
  21311. */
  21312. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21313. }
  21314. }
  21315. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21316. /**
  21317. * Class used to represent data loading progression
  21318. */
  21319. export class SceneLoaderFlags {
  21320. private static _ForceFullSceneLoadingForIncremental;
  21321. private static _ShowLoadingScreen;
  21322. private static _CleanBoneMatrixWeights;
  21323. private static _loggingLevel;
  21324. /**
  21325. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21326. */
  21327. static ForceFullSceneLoadingForIncremental: boolean;
  21328. /**
  21329. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21330. */
  21331. static ShowLoadingScreen: boolean;
  21332. /**
  21333. * Defines the current logging level (while loading the scene)
  21334. * @ignorenaming
  21335. */
  21336. static loggingLevel: number;
  21337. /**
  21338. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21339. */
  21340. static CleanBoneMatrixWeights: boolean;
  21341. }
  21342. }
  21343. declare module "babylonjs/Meshes/geometry" {
  21344. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21345. import { Scene } from "babylonjs/scene";
  21346. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21347. import { Engine } from "babylonjs/Engines/engine";
  21348. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21349. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21350. import { Effect } from "babylonjs/Materials/effect";
  21351. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21352. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21353. import { Mesh } from "babylonjs/Meshes/mesh";
  21354. /**
  21355. * Class used to store geometry data (vertex buffers + index buffer)
  21356. */
  21357. export class Geometry implements IGetSetVerticesData {
  21358. /**
  21359. * Gets or sets the ID of the geometry
  21360. */
  21361. id: string;
  21362. /**
  21363. * Gets or sets the unique ID of the geometry
  21364. */
  21365. uniqueId: number;
  21366. /**
  21367. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21368. */
  21369. delayLoadState: number;
  21370. /**
  21371. * Gets the file containing the data to load when running in delay load state
  21372. */
  21373. delayLoadingFile: Nullable<string>;
  21374. /**
  21375. * Callback called when the geometry is updated
  21376. */
  21377. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21378. private _scene;
  21379. private _engine;
  21380. private _meshes;
  21381. private _totalVertices;
  21382. /** @hidden */
  21383. _indices: IndicesArray;
  21384. /** @hidden */
  21385. _vertexBuffers: {
  21386. [key: string]: VertexBuffer;
  21387. };
  21388. private _isDisposed;
  21389. private _extend;
  21390. private _boundingBias;
  21391. /** @hidden */
  21392. _delayInfo: Array<string>;
  21393. private _indexBuffer;
  21394. private _indexBufferIsUpdatable;
  21395. /** @hidden */
  21396. _boundingInfo: Nullable<BoundingInfo>;
  21397. /** @hidden */
  21398. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21399. /** @hidden */
  21400. _softwareSkinningFrameId: number;
  21401. private _vertexArrayObjects;
  21402. private _updatable;
  21403. /** @hidden */
  21404. _positions: Nullable<Vector3[]>;
  21405. /**
  21406. * 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
  21407. */
  21408. /**
  21409. * 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
  21410. */
  21411. boundingBias: Vector2;
  21412. /**
  21413. * Static function used to attach a new empty geometry to a mesh
  21414. * @param mesh defines the mesh to attach the geometry to
  21415. * @returns the new Geometry
  21416. */
  21417. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21418. /**
  21419. * Creates a new geometry
  21420. * @param id defines the unique ID
  21421. * @param scene defines the hosting scene
  21422. * @param vertexData defines the VertexData used to get geometry data
  21423. * @param updatable defines if geometry must be updatable (false by default)
  21424. * @param mesh defines the mesh that will be associated with the geometry
  21425. */
  21426. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21427. /**
  21428. * Gets the current extend of the geometry
  21429. */
  21430. readonly extend: {
  21431. minimum: Vector3;
  21432. maximum: Vector3;
  21433. };
  21434. /**
  21435. * Gets the hosting scene
  21436. * @returns the hosting Scene
  21437. */
  21438. getScene(): Scene;
  21439. /**
  21440. * Gets the hosting engine
  21441. * @returns the hosting Engine
  21442. */
  21443. getEngine(): Engine;
  21444. /**
  21445. * Defines if the geometry is ready to use
  21446. * @returns true if the geometry is ready to be used
  21447. */
  21448. isReady(): boolean;
  21449. /**
  21450. * Gets a value indicating that the geometry should not be serialized
  21451. */
  21452. readonly doNotSerialize: boolean;
  21453. /** @hidden */
  21454. _rebuild(): void;
  21455. /**
  21456. * Affects all geometry data in one call
  21457. * @param vertexData defines the geometry data
  21458. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21459. */
  21460. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21461. /**
  21462. * Set specific vertex data
  21463. * @param kind defines the data kind (Position, normal, etc...)
  21464. * @param data defines the vertex data to use
  21465. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21466. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21467. */
  21468. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21469. /**
  21470. * Removes a specific vertex data
  21471. * @param kind defines the data kind (Position, normal, etc...)
  21472. */
  21473. removeVerticesData(kind: string): void;
  21474. /**
  21475. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21476. * @param buffer defines the vertex buffer to use
  21477. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21478. */
  21479. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21480. /**
  21481. * Update a specific vertex buffer
  21482. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21483. * It will do nothing if the buffer is not updatable
  21484. * @param kind defines the data kind (Position, normal, etc...)
  21485. * @param data defines the data to use
  21486. * @param offset defines the offset in the target buffer where to store the data
  21487. * @param useBytes set to true if the offset is in bytes
  21488. */
  21489. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21490. /**
  21491. * Update a specific vertex buffer
  21492. * This function will create a new buffer if the current one is not updatable
  21493. * @param kind defines the data kind (Position, normal, etc...)
  21494. * @param data defines the data to use
  21495. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21496. */
  21497. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21498. private _updateBoundingInfo;
  21499. /** @hidden */
  21500. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21501. /**
  21502. * Gets total number of vertices
  21503. * @returns the total number of vertices
  21504. */
  21505. getTotalVertices(): number;
  21506. /**
  21507. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21508. * @param kind defines the data kind (Position, normal, etc...)
  21509. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21510. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21511. * @returns a float array containing vertex data
  21512. */
  21513. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21514. /**
  21515. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @returns true if the vertex buffer with the specified kind is updatable
  21518. */
  21519. isVertexBufferUpdatable(kind: string): boolean;
  21520. /**
  21521. * Gets a specific vertex buffer
  21522. * @param kind defines the data kind (Position, normal, etc...)
  21523. * @returns a VertexBuffer
  21524. */
  21525. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21526. /**
  21527. * Returns all vertex buffers
  21528. * @return an object holding all vertex buffers indexed by kind
  21529. */
  21530. getVertexBuffers(): Nullable<{
  21531. [key: string]: VertexBuffer;
  21532. }>;
  21533. /**
  21534. * Gets a boolean indicating if specific vertex buffer is present
  21535. * @param kind defines the data kind (Position, normal, etc...)
  21536. * @returns true if data is present
  21537. */
  21538. isVerticesDataPresent(kind: string): boolean;
  21539. /**
  21540. * Gets a list of all attached data kinds (Position, normal, etc...)
  21541. * @returns a list of string containing all kinds
  21542. */
  21543. getVerticesDataKinds(): string[];
  21544. /**
  21545. * Update index buffer
  21546. * @param indices defines the indices to store in the index buffer
  21547. * @param offset defines the offset in the target buffer where to store the data
  21548. * @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)
  21549. */
  21550. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21551. /**
  21552. * Creates a new index buffer
  21553. * @param indices defines the indices to store in the index buffer
  21554. * @param totalVertices defines the total number of vertices (could be null)
  21555. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21556. */
  21557. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21558. /**
  21559. * Return the total number of indices
  21560. * @returns the total number of indices
  21561. */
  21562. getTotalIndices(): number;
  21563. /**
  21564. * Gets the index buffer array
  21565. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21566. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21567. * @returns the index buffer array
  21568. */
  21569. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21570. /**
  21571. * Gets the index buffer
  21572. * @return the index buffer
  21573. */
  21574. getIndexBuffer(): Nullable<DataBuffer>;
  21575. /** @hidden */
  21576. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21577. /**
  21578. * Release the associated resources for a specific mesh
  21579. * @param mesh defines the source mesh
  21580. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21581. */
  21582. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21583. /**
  21584. * Apply current geometry to a given mesh
  21585. * @param mesh defines the mesh to apply geometry to
  21586. */
  21587. applyToMesh(mesh: Mesh): void;
  21588. private _updateExtend;
  21589. private _applyToMesh;
  21590. private notifyUpdate;
  21591. /**
  21592. * Load the geometry if it was flagged as delay loaded
  21593. * @param scene defines the hosting scene
  21594. * @param onLoaded defines a callback called when the geometry is loaded
  21595. */
  21596. load(scene: Scene, onLoaded?: () => void): void;
  21597. private _queueLoad;
  21598. /**
  21599. * Invert the geometry to move from a right handed system to a left handed one.
  21600. */
  21601. toLeftHanded(): void;
  21602. /** @hidden */
  21603. _resetPointsArrayCache(): void;
  21604. /** @hidden */
  21605. _generatePointsArray(): boolean;
  21606. /**
  21607. * Gets a value indicating if the geometry is disposed
  21608. * @returns true if the geometry was disposed
  21609. */
  21610. isDisposed(): boolean;
  21611. private _disposeVertexArrayObjects;
  21612. /**
  21613. * Free all associated resources
  21614. */
  21615. dispose(): void;
  21616. /**
  21617. * Clone the current geometry into a new geometry
  21618. * @param id defines the unique ID of the new geometry
  21619. * @returns a new geometry object
  21620. */
  21621. copy(id: string): Geometry;
  21622. /**
  21623. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21624. * @return a JSON representation of the current geometry data (without the vertices data)
  21625. */
  21626. serialize(): any;
  21627. private toNumberArray;
  21628. /**
  21629. * Serialize all vertices data into a JSON oject
  21630. * @returns a JSON representation of the current geometry data
  21631. */
  21632. serializeVerticeData(): any;
  21633. /**
  21634. * Extracts a clone of a mesh geometry
  21635. * @param mesh defines the source mesh
  21636. * @param id defines the unique ID of the new geometry object
  21637. * @returns the new geometry object
  21638. */
  21639. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21640. /**
  21641. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21642. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21643. * Be aware Math.random() could cause collisions, but:
  21644. * "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"
  21645. * @returns a string containing a new GUID
  21646. */
  21647. static RandomId(): string;
  21648. /** @hidden */
  21649. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21650. private static _CleanMatricesWeights;
  21651. /**
  21652. * Create a new geometry from persisted data (Using .babylon file format)
  21653. * @param parsedVertexData defines the persisted data
  21654. * @param scene defines the hosting scene
  21655. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21656. * @returns the new geometry object
  21657. */
  21658. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21659. }
  21660. }
  21661. declare module "babylonjs/Meshes/mesh.vertexData" {
  21662. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21663. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21664. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21665. import { Geometry } from "babylonjs/Meshes/geometry";
  21666. import { Mesh } from "babylonjs/Meshes/mesh";
  21667. /**
  21668. * Define an interface for all classes that will get and set the data on vertices
  21669. */
  21670. export interface IGetSetVerticesData {
  21671. /**
  21672. * Gets a boolean indicating if specific vertex data is present
  21673. * @param kind defines the vertex data kind to use
  21674. * @returns true is data kind is present
  21675. */
  21676. isVerticesDataPresent(kind: string): boolean;
  21677. /**
  21678. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21679. * @param kind defines the data kind (Position, normal, etc...)
  21680. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21681. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21682. * @returns a float array containing vertex data
  21683. */
  21684. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21685. /**
  21686. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21687. * @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.
  21688. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21689. * @returns the indices array or an empty array if the mesh has no geometry
  21690. */
  21691. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21692. /**
  21693. * Set specific vertex data
  21694. * @param kind defines the data kind (Position, normal, etc...)
  21695. * @param data defines the vertex data to use
  21696. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21697. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21698. */
  21699. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21700. /**
  21701. * Update a specific associated vertex buffer
  21702. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21703. * - VertexBuffer.PositionKind
  21704. * - VertexBuffer.UVKind
  21705. * - VertexBuffer.UV2Kind
  21706. * - VertexBuffer.UV3Kind
  21707. * - VertexBuffer.UV4Kind
  21708. * - VertexBuffer.UV5Kind
  21709. * - VertexBuffer.UV6Kind
  21710. * - VertexBuffer.ColorKind
  21711. * - VertexBuffer.MatricesIndicesKind
  21712. * - VertexBuffer.MatricesIndicesExtraKind
  21713. * - VertexBuffer.MatricesWeightsKind
  21714. * - VertexBuffer.MatricesWeightsExtraKind
  21715. * @param data defines the data source
  21716. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21717. * @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)
  21718. */
  21719. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21720. /**
  21721. * Creates a new index buffer
  21722. * @param indices defines the indices to store in the index buffer
  21723. * @param totalVertices defines the total number of vertices (could be null)
  21724. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21725. */
  21726. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21727. }
  21728. /**
  21729. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21730. */
  21731. export class VertexData {
  21732. /**
  21733. * Mesh side orientation : usually the external or front surface
  21734. */
  21735. static readonly FRONTSIDE: number;
  21736. /**
  21737. * Mesh side orientation : usually the internal or back surface
  21738. */
  21739. static readonly BACKSIDE: number;
  21740. /**
  21741. * Mesh side orientation : both internal and external or front and back surfaces
  21742. */
  21743. static readonly DOUBLESIDE: number;
  21744. /**
  21745. * Mesh side orientation : by default, `FRONTSIDE`
  21746. */
  21747. static readonly DEFAULTSIDE: number;
  21748. /**
  21749. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21750. */
  21751. positions: Nullable<FloatArray>;
  21752. /**
  21753. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21754. */
  21755. normals: Nullable<FloatArray>;
  21756. /**
  21757. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21758. */
  21759. tangents: Nullable<FloatArray>;
  21760. /**
  21761. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21762. */
  21763. uvs: Nullable<FloatArray>;
  21764. /**
  21765. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21766. */
  21767. uvs2: Nullable<FloatArray>;
  21768. /**
  21769. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21770. */
  21771. uvs3: Nullable<FloatArray>;
  21772. /**
  21773. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs4: Nullable<FloatArray>;
  21776. /**
  21777. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs5: Nullable<FloatArray>;
  21780. /**
  21781. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs6: Nullable<FloatArray>;
  21784. /**
  21785. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21786. */
  21787. colors: Nullable<FloatArray>;
  21788. /**
  21789. * 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).
  21790. */
  21791. matricesIndices: Nullable<FloatArray>;
  21792. /**
  21793. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21794. */
  21795. matricesWeights: Nullable<FloatArray>;
  21796. /**
  21797. * An array extending the number of possible indices
  21798. */
  21799. matricesIndicesExtra: Nullable<FloatArray>;
  21800. /**
  21801. * An array extending the number of possible weights when the number of indices is extended
  21802. */
  21803. matricesWeightsExtra: Nullable<FloatArray>;
  21804. /**
  21805. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21806. */
  21807. indices: Nullable<IndicesArray>;
  21808. /**
  21809. * Uses the passed data array to set the set the values for the specified kind of data
  21810. * @param data a linear array of floating numbers
  21811. * @param kind the type of data that is being set, eg positions, colors etc
  21812. */
  21813. set(data: FloatArray, kind: string): void;
  21814. /**
  21815. * Associates the vertexData to the passed Mesh.
  21816. * Sets it as updatable or not (default `false`)
  21817. * @param mesh the mesh the vertexData is applied to
  21818. * @param updatable when used and having the value true allows new data to update the vertexData
  21819. * @returns the VertexData
  21820. */
  21821. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21822. /**
  21823. * Associates the vertexData to the passed Geometry.
  21824. * Sets it as updatable or not (default `false`)
  21825. * @param geometry the geometry the vertexData is applied to
  21826. * @param updatable when used and having the value true allows new data to update the vertexData
  21827. * @returns VertexData
  21828. */
  21829. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21830. /**
  21831. * Updates the associated mesh
  21832. * @param mesh the mesh to be updated
  21833. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21834. * @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
  21835. * @returns VertexData
  21836. */
  21837. updateMesh(mesh: Mesh): VertexData;
  21838. /**
  21839. * Updates the associated geometry
  21840. * @param geometry the geometry to be updated
  21841. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21842. * @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
  21843. * @returns VertexData.
  21844. */
  21845. updateGeometry(geometry: Geometry): VertexData;
  21846. private _applyTo;
  21847. private _update;
  21848. /**
  21849. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21850. * @param matrix the transforming matrix
  21851. * @returns the VertexData
  21852. */
  21853. transform(matrix: Matrix): VertexData;
  21854. /**
  21855. * Merges the passed VertexData into the current one
  21856. * @param other the VertexData to be merged into the current one
  21857. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21858. * @returns the modified VertexData
  21859. */
  21860. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21861. private _mergeElement;
  21862. private _validate;
  21863. /**
  21864. * Serializes the VertexData
  21865. * @returns a serialized object
  21866. */
  21867. serialize(): any;
  21868. /**
  21869. * Extracts the vertexData from a mesh
  21870. * @param mesh the mesh from which to extract the VertexData
  21871. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21872. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21873. * @returns the object VertexData associated to the passed mesh
  21874. */
  21875. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21876. /**
  21877. * Extracts the vertexData from the geometry
  21878. * @param geometry the geometry from which to extract the VertexData
  21879. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21880. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21881. * @returns the object VertexData associated to the passed mesh
  21882. */
  21883. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21884. private static _ExtractFrom;
  21885. /**
  21886. * Creates the VertexData for a Ribbon
  21887. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21888. * * pathArray array of paths, each of which an array of successive Vector3
  21889. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21890. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21891. * * 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
  21892. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21893. * * 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)
  21894. * * 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)
  21895. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21896. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21897. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21898. * @returns the VertexData of the ribbon
  21899. */
  21900. static CreateRibbon(options: {
  21901. pathArray: Vector3[][];
  21902. closeArray?: boolean;
  21903. closePath?: boolean;
  21904. offset?: number;
  21905. sideOrientation?: number;
  21906. frontUVs?: Vector4;
  21907. backUVs?: Vector4;
  21908. invertUV?: boolean;
  21909. uvs?: Vector2[];
  21910. colors?: Color4[];
  21911. }): VertexData;
  21912. /**
  21913. * Creates the VertexData for a box
  21914. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21915. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21916. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21917. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21918. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21919. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21920. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21921. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21922. * * 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)
  21923. * * 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)
  21924. * @returns the VertexData of the box
  21925. */
  21926. static CreateBox(options: {
  21927. size?: number;
  21928. width?: number;
  21929. height?: number;
  21930. depth?: number;
  21931. faceUV?: Vector4[];
  21932. faceColors?: Color4[];
  21933. sideOrientation?: number;
  21934. frontUVs?: Vector4;
  21935. backUVs?: Vector4;
  21936. }): VertexData;
  21937. /**
  21938. * Creates the VertexData for a tiled box
  21939. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21940. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21941. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21942. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21943. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21944. * @returns the VertexData of the box
  21945. */
  21946. static CreateTiledBox(options: {
  21947. pattern?: number;
  21948. width?: number;
  21949. height?: number;
  21950. depth?: number;
  21951. tileSize?: number;
  21952. tileWidth?: number;
  21953. tileHeight?: number;
  21954. alignHorizontal?: number;
  21955. alignVertical?: number;
  21956. faceUV?: Vector4[];
  21957. faceColors?: Color4[];
  21958. sideOrientation?: number;
  21959. }): VertexData;
  21960. /**
  21961. * Creates the VertexData for a tiled plane
  21962. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21963. * * pattern a limited pattern arrangement depending on the number
  21964. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21965. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21966. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21967. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21968. * * 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)
  21969. * * 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)
  21970. * @returns the VertexData of the tiled plane
  21971. */
  21972. static CreateTiledPlane(options: {
  21973. pattern?: number;
  21974. tileSize?: number;
  21975. tileWidth?: number;
  21976. tileHeight?: number;
  21977. size?: number;
  21978. width?: number;
  21979. height?: number;
  21980. alignHorizontal?: number;
  21981. alignVertical?: number;
  21982. sideOrientation?: number;
  21983. frontUVs?: Vector4;
  21984. backUVs?: Vector4;
  21985. }): VertexData;
  21986. /**
  21987. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21988. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21989. * * segments sets the number of horizontal strips optional, default 32
  21990. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21991. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21992. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21993. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21994. * * 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
  21995. * * 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
  21996. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21997. * * 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)
  21998. * * 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)
  21999. * @returns the VertexData of the ellipsoid
  22000. */
  22001. static CreateSphere(options: {
  22002. segments?: number;
  22003. diameter?: number;
  22004. diameterX?: number;
  22005. diameterY?: number;
  22006. diameterZ?: number;
  22007. arc?: number;
  22008. slice?: number;
  22009. sideOrientation?: number;
  22010. frontUVs?: Vector4;
  22011. backUVs?: Vector4;
  22012. }): VertexData;
  22013. /**
  22014. * Creates the VertexData for a cylinder, cone or prism
  22015. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22016. * * height sets the height (y direction) of the cylinder, optional, default 2
  22017. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22018. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22019. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22020. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22021. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22022. * * 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
  22023. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22024. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22025. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22026. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * * 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)
  22029. * * 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)
  22030. * @returns the VertexData of the cylinder, cone or prism
  22031. */
  22032. static CreateCylinder(options: {
  22033. height?: number;
  22034. diameterTop?: number;
  22035. diameterBottom?: number;
  22036. diameter?: number;
  22037. tessellation?: number;
  22038. subdivisions?: number;
  22039. arc?: number;
  22040. faceColors?: Color4[];
  22041. faceUV?: Vector4[];
  22042. hasRings?: boolean;
  22043. enclose?: boolean;
  22044. sideOrientation?: number;
  22045. frontUVs?: Vector4;
  22046. backUVs?: Vector4;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData for a torus
  22050. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22051. * * diameter the diameter of the torus, optional default 1
  22052. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22053. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22054. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22055. * * 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)
  22056. * * 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)
  22057. * @returns the VertexData of the torus
  22058. */
  22059. static CreateTorus(options: {
  22060. diameter?: number;
  22061. thickness?: number;
  22062. tessellation?: number;
  22063. sideOrientation?: number;
  22064. frontUVs?: Vector4;
  22065. backUVs?: Vector4;
  22066. }): VertexData;
  22067. /**
  22068. * Creates the VertexData of the LineSystem
  22069. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22070. * - lines an array of lines, each line being an array of successive Vector3
  22071. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22072. * @returns the VertexData of the LineSystem
  22073. */
  22074. static CreateLineSystem(options: {
  22075. lines: Vector3[][];
  22076. colors?: Nullable<Color4[][]>;
  22077. }): VertexData;
  22078. /**
  22079. * Create the VertexData for a DashedLines
  22080. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22081. * - points an array successive Vector3
  22082. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22083. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22084. * - dashNb the intended total number of dashes, optional, default 200
  22085. * @returns the VertexData for the DashedLines
  22086. */
  22087. static CreateDashedLines(options: {
  22088. points: Vector3[];
  22089. dashSize?: number;
  22090. gapSize?: number;
  22091. dashNb?: number;
  22092. }): VertexData;
  22093. /**
  22094. * Creates the VertexData for a Ground
  22095. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22096. * - width the width (x direction) of the ground, optional, default 1
  22097. * - height the height (z direction) of the ground, optional, default 1
  22098. * - subdivisions the number of subdivisions per side, optional, default 1
  22099. * @returns the VertexData of the Ground
  22100. */
  22101. static CreateGround(options: {
  22102. width?: number;
  22103. height?: number;
  22104. subdivisions?: number;
  22105. subdivisionsX?: number;
  22106. subdivisionsY?: number;
  22107. }): VertexData;
  22108. /**
  22109. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22110. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22111. * * xmin the ground minimum X coordinate, optional, default -1
  22112. * * zmin the ground minimum Z coordinate, optional, default -1
  22113. * * xmax the ground maximum X coordinate, optional, default 1
  22114. * * zmax the ground maximum Z coordinate, optional, default 1
  22115. * * 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}
  22116. * * 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}
  22117. * @returns the VertexData of the TiledGround
  22118. */
  22119. static CreateTiledGround(options: {
  22120. xmin: number;
  22121. zmin: number;
  22122. xmax: number;
  22123. zmax: number;
  22124. subdivisions?: {
  22125. w: number;
  22126. h: number;
  22127. };
  22128. precision?: {
  22129. w: number;
  22130. h: number;
  22131. };
  22132. }): VertexData;
  22133. /**
  22134. * Creates the VertexData of the Ground designed from a heightmap
  22135. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22136. * * width the width (x direction) of the ground
  22137. * * height the height (z direction) of the ground
  22138. * * subdivisions the number of subdivisions per side
  22139. * * minHeight the minimum altitude on the ground, optional, default 0
  22140. * * maxHeight the maximum altitude on the ground, optional default 1
  22141. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22142. * * buffer the array holding the image color data
  22143. * * bufferWidth the width of image
  22144. * * bufferHeight the height of image
  22145. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22146. * @returns the VertexData of the Ground designed from a heightmap
  22147. */
  22148. static CreateGroundFromHeightMap(options: {
  22149. width: number;
  22150. height: number;
  22151. subdivisions: number;
  22152. minHeight: number;
  22153. maxHeight: number;
  22154. colorFilter: Color3;
  22155. buffer: Uint8Array;
  22156. bufferWidth: number;
  22157. bufferHeight: number;
  22158. alphaFilter: number;
  22159. }): VertexData;
  22160. /**
  22161. * Creates the VertexData for a Plane
  22162. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22163. * * size sets the width and height of the plane to the value of size, optional default 1
  22164. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22165. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22167. * * 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)
  22168. * * 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)
  22169. * @returns the VertexData of the box
  22170. */
  22171. static CreatePlane(options: {
  22172. size?: number;
  22173. width?: number;
  22174. height?: number;
  22175. sideOrientation?: number;
  22176. frontUVs?: Vector4;
  22177. backUVs?: Vector4;
  22178. }): VertexData;
  22179. /**
  22180. * Creates the VertexData of the Disc or regular Polygon
  22181. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22182. * * radius the radius of the disc, optional default 0.5
  22183. * * tessellation the number of polygon sides, optional, default 64
  22184. * * 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
  22185. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22186. * * 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)
  22187. * * 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)
  22188. * @returns the VertexData of the box
  22189. */
  22190. static CreateDisc(options: {
  22191. radius?: number;
  22192. tessellation?: number;
  22193. arc?: number;
  22194. sideOrientation?: number;
  22195. frontUVs?: Vector4;
  22196. backUVs?: Vector4;
  22197. }): VertexData;
  22198. /**
  22199. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22200. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22201. * @param polygon a mesh built from polygonTriangulation.build()
  22202. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22203. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22204. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22205. * @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)
  22206. * @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)
  22207. * @returns the VertexData of the Polygon
  22208. */
  22209. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22210. /**
  22211. * Creates the VertexData of the IcoSphere
  22212. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22213. * * radius the radius of the IcoSphere, optional default 1
  22214. * * radiusX allows stretching in the x direction, optional, default radius
  22215. * * radiusY allows stretching in the y direction, optional, default radius
  22216. * * radiusZ allows stretching in the z direction, optional, default radius
  22217. * * flat when true creates a flat shaded mesh, optional, default true
  22218. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22219. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22220. * * 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)
  22221. * * 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)
  22222. * @returns the VertexData of the IcoSphere
  22223. */
  22224. static CreateIcoSphere(options: {
  22225. radius?: number;
  22226. radiusX?: number;
  22227. radiusY?: number;
  22228. radiusZ?: number;
  22229. flat?: boolean;
  22230. subdivisions?: number;
  22231. sideOrientation?: number;
  22232. frontUVs?: Vector4;
  22233. backUVs?: Vector4;
  22234. }): VertexData;
  22235. /**
  22236. * Creates the VertexData for a Polyhedron
  22237. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22238. * * type provided types are:
  22239. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22240. * * 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)
  22241. * * size the size of the IcoSphere, optional default 1
  22242. * * sizeX allows stretching in the x direction, optional, default size
  22243. * * sizeY allows stretching in the y direction, optional, default size
  22244. * * sizeZ allows stretching in the z direction, optional, default size
  22245. * * 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
  22246. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22247. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22248. * * flat when true creates a flat shaded mesh, optional, default true
  22249. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * 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)
  22252. * * 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)
  22253. * @returns the VertexData of the Polyhedron
  22254. */
  22255. static CreatePolyhedron(options: {
  22256. type?: number;
  22257. size?: number;
  22258. sizeX?: number;
  22259. sizeY?: number;
  22260. sizeZ?: number;
  22261. custom?: any;
  22262. faceUV?: Vector4[];
  22263. faceColors?: Color4[];
  22264. flat?: boolean;
  22265. sideOrientation?: number;
  22266. frontUVs?: Vector4;
  22267. backUVs?: Vector4;
  22268. }): VertexData;
  22269. /**
  22270. * Creates the VertexData for a TorusKnot
  22271. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22272. * * radius the radius of the torus knot, optional, default 2
  22273. * * tube the thickness of the tube, optional, default 0.5
  22274. * * radialSegments the number of sides on each tube segments, optional, default 32
  22275. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22276. * * p the number of windings around the z axis, optional, default 2
  22277. * * q the number of windings around the x axis, optional, default 3
  22278. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22279. * * 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)
  22280. * * 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)
  22281. * @returns the VertexData of the Torus Knot
  22282. */
  22283. static CreateTorusKnot(options: {
  22284. radius?: number;
  22285. tube?: number;
  22286. radialSegments?: number;
  22287. tubularSegments?: number;
  22288. p?: number;
  22289. q?: number;
  22290. sideOrientation?: number;
  22291. frontUVs?: Vector4;
  22292. backUVs?: Vector4;
  22293. }): VertexData;
  22294. /**
  22295. * Compute normals for given positions and indices
  22296. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22297. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22298. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22299. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22300. * * facetNormals : optional array of facet normals (vector3)
  22301. * * facetPositions : optional array of facet positions (vector3)
  22302. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22303. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22304. * * bInfo : optional bounding info, required for facetPartitioning computation
  22305. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22306. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22307. * * useRightHandedSystem: optional boolean to for right handed system computation
  22308. * * depthSort : optional boolean to enable the facet depth sort computation
  22309. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22310. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22311. */
  22312. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22313. facetNormals?: any;
  22314. facetPositions?: any;
  22315. facetPartitioning?: any;
  22316. ratio?: number;
  22317. bInfo?: any;
  22318. bbSize?: Vector3;
  22319. subDiv?: any;
  22320. useRightHandedSystem?: boolean;
  22321. depthSort?: boolean;
  22322. distanceTo?: Vector3;
  22323. depthSortedFacets?: any;
  22324. }): void;
  22325. /** @hidden */
  22326. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22327. /**
  22328. * Applies VertexData created from the imported parameters to the geometry
  22329. * @param parsedVertexData the parsed data from an imported file
  22330. * @param geometry the geometry to apply the VertexData to
  22331. */
  22332. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22333. }
  22334. }
  22335. declare module "babylonjs/Morph/morphTarget" {
  22336. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22337. import { Observable } from "babylonjs/Misc/observable";
  22338. import { Nullable, FloatArray } from "babylonjs/types";
  22339. import { Scene } from "babylonjs/scene";
  22340. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22341. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22342. /**
  22343. * Defines a target to use with MorphTargetManager
  22344. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22345. */
  22346. export class MorphTarget implements IAnimatable {
  22347. /** defines the name of the target */
  22348. name: string;
  22349. /**
  22350. * Gets or sets the list of animations
  22351. */
  22352. animations: import("babylonjs/Animations/animation").Animation[];
  22353. private _scene;
  22354. private _positions;
  22355. private _normals;
  22356. private _tangents;
  22357. private _uvs;
  22358. private _influence;
  22359. /**
  22360. * Observable raised when the influence changes
  22361. */
  22362. onInfluenceChanged: Observable<boolean>;
  22363. /** @hidden */
  22364. _onDataLayoutChanged: Observable<void>;
  22365. /**
  22366. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22367. */
  22368. influence: number;
  22369. /**
  22370. * Gets or sets the id of the morph Target
  22371. */
  22372. id: string;
  22373. private _animationPropertiesOverride;
  22374. /**
  22375. * Gets or sets the animation properties override
  22376. */
  22377. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22378. /**
  22379. * Creates a new MorphTarget
  22380. * @param name defines the name of the target
  22381. * @param influence defines the influence to use
  22382. * @param scene defines the scene the morphtarget belongs to
  22383. */
  22384. constructor(
  22385. /** defines the name of the target */
  22386. name: string, influence?: number, scene?: Nullable<Scene>);
  22387. /**
  22388. * Gets a boolean defining if the target contains position data
  22389. */
  22390. readonly hasPositions: boolean;
  22391. /**
  22392. * Gets a boolean defining if the target contains normal data
  22393. */
  22394. readonly hasNormals: boolean;
  22395. /**
  22396. * Gets a boolean defining if the target contains tangent data
  22397. */
  22398. readonly hasTangents: boolean;
  22399. /**
  22400. * Gets a boolean defining if the target contains texture coordinates data
  22401. */
  22402. readonly hasUVs: boolean;
  22403. /**
  22404. * Affects position data to this target
  22405. * @param data defines the position data to use
  22406. */
  22407. setPositions(data: Nullable<FloatArray>): void;
  22408. /**
  22409. * Gets the position data stored in this target
  22410. * @returns a FloatArray containing the position data (or null if not present)
  22411. */
  22412. getPositions(): Nullable<FloatArray>;
  22413. /**
  22414. * Affects normal data to this target
  22415. * @param data defines the normal data to use
  22416. */
  22417. setNormals(data: Nullable<FloatArray>): void;
  22418. /**
  22419. * Gets the normal data stored in this target
  22420. * @returns a FloatArray containing the normal data (or null if not present)
  22421. */
  22422. getNormals(): Nullable<FloatArray>;
  22423. /**
  22424. * Affects tangent data to this target
  22425. * @param data defines the tangent data to use
  22426. */
  22427. setTangents(data: Nullable<FloatArray>): void;
  22428. /**
  22429. * Gets the tangent data stored in this target
  22430. * @returns a FloatArray containing the tangent data (or null if not present)
  22431. */
  22432. getTangents(): Nullable<FloatArray>;
  22433. /**
  22434. * Affects texture coordinates data to this target
  22435. * @param data defines the texture coordinates data to use
  22436. */
  22437. setUVs(data: Nullable<FloatArray>): void;
  22438. /**
  22439. * Gets the texture coordinates data stored in this target
  22440. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22441. */
  22442. getUVs(): Nullable<FloatArray>;
  22443. /**
  22444. * Serializes the current target into a Serialization object
  22445. * @returns the serialized object
  22446. */
  22447. serialize(): any;
  22448. /**
  22449. * Returns the string "MorphTarget"
  22450. * @returns "MorphTarget"
  22451. */
  22452. getClassName(): string;
  22453. /**
  22454. * Creates a new target from serialized data
  22455. * @param serializationObject defines the serialized data to use
  22456. * @returns a new MorphTarget
  22457. */
  22458. static Parse(serializationObject: any): MorphTarget;
  22459. /**
  22460. * Creates a MorphTarget from mesh data
  22461. * @param mesh defines the source mesh
  22462. * @param name defines the name to use for the new target
  22463. * @param influence defines the influence to attach to the target
  22464. * @returns a new MorphTarget
  22465. */
  22466. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22467. }
  22468. }
  22469. declare module "babylonjs/Morph/morphTargetManager" {
  22470. import { Nullable } from "babylonjs/types";
  22471. import { Scene } from "babylonjs/scene";
  22472. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22473. /**
  22474. * This class is used to deform meshes using morphing between different targets
  22475. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22476. */
  22477. export class MorphTargetManager {
  22478. private _targets;
  22479. private _targetInfluenceChangedObservers;
  22480. private _targetDataLayoutChangedObservers;
  22481. private _activeTargets;
  22482. private _scene;
  22483. private _influences;
  22484. private _supportsNormals;
  22485. private _supportsTangents;
  22486. private _supportsUVs;
  22487. private _vertexCount;
  22488. private _uniqueId;
  22489. private _tempInfluences;
  22490. /**
  22491. * Gets or sets a boolean indicating if normals must be morphed
  22492. */
  22493. enableNormalMorphing: boolean;
  22494. /**
  22495. * Gets or sets a boolean indicating if tangents must be morphed
  22496. */
  22497. enableTangentMorphing: boolean;
  22498. /**
  22499. * Gets or sets a boolean indicating if UV must be morphed
  22500. */
  22501. enableUVMorphing: boolean;
  22502. /**
  22503. * Creates a new MorphTargetManager
  22504. * @param scene defines the current scene
  22505. */
  22506. constructor(scene?: Nullable<Scene>);
  22507. /**
  22508. * Gets the unique ID of this manager
  22509. */
  22510. readonly uniqueId: number;
  22511. /**
  22512. * Gets the number of vertices handled by this manager
  22513. */
  22514. readonly vertexCount: number;
  22515. /**
  22516. * Gets a boolean indicating if this manager supports morphing of normals
  22517. */
  22518. readonly supportsNormals: boolean;
  22519. /**
  22520. * Gets a boolean indicating if this manager supports morphing of tangents
  22521. */
  22522. readonly supportsTangents: boolean;
  22523. /**
  22524. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22525. */
  22526. readonly supportsUVs: boolean;
  22527. /**
  22528. * Gets the number of targets stored in this manager
  22529. */
  22530. readonly numTargets: number;
  22531. /**
  22532. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22533. */
  22534. readonly numInfluencers: number;
  22535. /**
  22536. * Gets the list of influences (one per target)
  22537. */
  22538. readonly influences: Float32Array;
  22539. /**
  22540. * Gets the active target at specified index. An active target is a target with an influence > 0
  22541. * @param index defines the index to check
  22542. * @returns the requested target
  22543. */
  22544. getActiveTarget(index: number): MorphTarget;
  22545. /**
  22546. * Gets the target at specified index
  22547. * @param index defines the index to check
  22548. * @returns the requested target
  22549. */
  22550. getTarget(index: number): MorphTarget;
  22551. /**
  22552. * Add a new target to this manager
  22553. * @param target defines the target to add
  22554. */
  22555. addTarget(target: MorphTarget): void;
  22556. /**
  22557. * Removes a target from the manager
  22558. * @param target defines the target to remove
  22559. */
  22560. removeTarget(target: MorphTarget): void;
  22561. /**
  22562. * Serializes the current manager into a Serialization object
  22563. * @returns the serialized object
  22564. */
  22565. serialize(): any;
  22566. private _syncActiveTargets;
  22567. /**
  22568. * Syncrhonize the targets with all the meshes using this morph target manager
  22569. */
  22570. synchronize(): void;
  22571. /**
  22572. * Creates a new MorphTargetManager from serialized data
  22573. * @param serializationObject defines the serialized data
  22574. * @param scene defines the hosting scene
  22575. * @returns the new MorphTargetManager
  22576. */
  22577. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22578. }
  22579. }
  22580. declare module "babylonjs/Meshes/meshLODLevel" {
  22581. import { Mesh } from "babylonjs/Meshes/mesh";
  22582. import { Nullable } from "babylonjs/types";
  22583. /**
  22584. * Class used to represent a specific level of detail of a mesh
  22585. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22586. */
  22587. export class MeshLODLevel {
  22588. /** Defines the distance where this level should star being displayed */
  22589. distance: number;
  22590. /** Defines the mesh to use to render this level */
  22591. mesh: Nullable<Mesh>;
  22592. /**
  22593. * Creates a new LOD level
  22594. * @param distance defines the distance where this level should star being displayed
  22595. * @param mesh defines the mesh to use to render this level
  22596. */
  22597. constructor(
  22598. /** Defines the distance where this level should star being displayed */
  22599. distance: number,
  22600. /** Defines the mesh to use to render this level */
  22601. mesh: Nullable<Mesh>);
  22602. }
  22603. }
  22604. declare module "babylonjs/Meshes/groundMesh" {
  22605. import { Scene } from "babylonjs/scene";
  22606. import { Vector3 } from "babylonjs/Maths/math.vector";
  22607. import { Mesh } from "babylonjs/Meshes/mesh";
  22608. /**
  22609. * Mesh representing the gorund
  22610. */
  22611. export class GroundMesh extends Mesh {
  22612. /** If octree should be generated */
  22613. generateOctree: boolean;
  22614. private _heightQuads;
  22615. /** @hidden */
  22616. _subdivisionsX: number;
  22617. /** @hidden */
  22618. _subdivisionsY: number;
  22619. /** @hidden */
  22620. _width: number;
  22621. /** @hidden */
  22622. _height: number;
  22623. /** @hidden */
  22624. _minX: number;
  22625. /** @hidden */
  22626. _maxX: number;
  22627. /** @hidden */
  22628. _minZ: number;
  22629. /** @hidden */
  22630. _maxZ: number;
  22631. constructor(name: string, scene: Scene);
  22632. /**
  22633. * "GroundMesh"
  22634. * @returns "GroundMesh"
  22635. */
  22636. getClassName(): string;
  22637. /**
  22638. * The minimum of x and y subdivisions
  22639. */
  22640. readonly subdivisions: number;
  22641. /**
  22642. * X subdivisions
  22643. */
  22644. readonly subdivisionsX: number;
  22645. /**
  22646. * Y subdivisions
  22647. */
  22648. readonly subdivisionsY: number;
  22649. /**
  22650. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22651. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22652. * @param chunksCount the number of subdivisions for x and y
  22653. * @param octreeBlocksSize (Default: 32)
  22654. */
  22655. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22656. /**
  22657. * Returns a height (y) value in the Worl system :
  22658. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22659. * @param x x coordinate
  22660. * @param z z coordinate
  22661. * @returns the ground y position if (x, z) are outside the ground surface.
  22662. */
  22663. getHeightAtCoordinates(x: number, z: number): number;
  22664. /**
  22665. * Returns a normalized vector (Vector3) orthogonal to the ground
  22666. * at the ground coordinates (x, z) expressed in the World system.
  22667. * @param x x coordinate
  22668. * @param z z coordinate
  22669. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22670. */
  22671. getNormalAtCoordinates(x: number, z: number): Vector3;
  22672. /**
  22673. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22674. * at the ground coordinates (x, z) expressed in the World system.
  22675. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22676. * @param x x coordinate
  22677. * @param z z coordinate
  22678. * @param ref vector to store the result
  22679. * @returns the GroundMesh.
  22680. */
  22681. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22682. /**
  22683. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22684. * if the ground has been updated.
  22685. * This can be used in the render loop.
  22686. * @returns the GroundMesh.
  22687. */
  22688. updateCoordinateHeights(): GroundMesh;
  22689. private _getFacetAt;
  22690. private _initHeightQuads;
  22691. private _computeHeightQuads;
  22692. /**
  22693. * Serializes this ground mesh
  22694. * @param serializationObject object to write serialization to
  22695. */
  22696. serialize(serializationObject: any): void;
  22697. /**
  22698. * Parses a serialized ground mesh
  22699. * @param parsedMesh the serialized mesh
  22700. * @param scene the scene to create the ground mesh in
  22701. * @returns the created ground mesh
  22702. */
  22703. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22704. }
  22705. }
  22706. declare module "babylonjs/Physics/physicsJoint" {
  22707. import { Vector3 } from "babylonjs/Maths/math.vector";
  22708. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22709. /**
  22710. * Interface for Physics-Joint data
  22711. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22712. */
  22713. export interface PhysicsJointData {
  22714. /**
  22715. * The main pivot of the joint
  22716. */
  22717. mainPivot?: Vector3;
  22718. /**
  22719. * The connected pivot of the joint
  22720. */
  22721. connectedPivot?: Vector3;
  22722. /**
  22723. * The main axis of the joint
  22724. */
  22725. mainAxis?: Vector3;
  22726. /**
  22727. * The connected axis of the joint
  22728. */
  22729. connectedAxis?: Vector3;
  22730. /**
  22731. * The collision of the joint
  22732. */
  22733. collision?: boolean;
  22734. /**
  22735. * Native Oimo/Cannon/Energy data
  22736. */
  22737. nativeParams?: any;
  22738. }
  22739. /**
  22740. * This is a holder class for the physics joint created by the physics plugin
  22741. * It holds a set of functions to control the underlying joint
  22742. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22743. */
  22744. export class PhysicsJoint {
  22745. /**
  22746. * The type of the physics joint
  22747. */
  22748. type: number;
  22749. /**
  22750. * The data for the physics joint
  22751. */
  22752. jointData: PhysicsJointData;
  22753. private _physicsJoint;
  22754. protected _physicsPlugin: IPhysicsEnginePlugin;
  22755. /**
  22756. * Initializes the physics joint
  22757. * @param type The type of the physics joint
  22758. * @param jointData The data for the physics joint
  22759. */
  22760. constructor(
  22761. /**
  22762. * The type of the physics joint
  22763. */
  22764. type: number,
  22765. /**
  22766. * The data for the physics joint
  22767. */
  22768. jointData: PhysicsJointData);
  22769. /**
  22770. * Gets the physics joint
  22771. */
  22772. /**
  22773. * Sets the physics joint
  22774. */
  22775. physicsJoint: any;
  22776. /**
  22777. * Sets the physics plugin
  22778. */
  22779. physicsPlugin: IPhysicsEnginePlugin;
  22780. /**
  22781. * Execute a function that is physics-plugin specific.
  22782. * @param {Function} func the function that will be executed.
  22783. * It accepts two parameters: the physics world and the physics joint
  22784. */
  22785. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22786. /**
  22787. * Distance-Joint type
  22788. */
  22789. static DistanceJoint: number;
  22790. /**
  22791. * Hinge-Joint type
  22792. */
  22793. static HingeJoint: number;
  22794. /**
  22795. * Ball-and-Socket joint type
  22796. */
  22797. static BallAndSocketJoint: number;
  22798. /**
  22799. * Wheel-Joint type
  22800. */
  22801. static WheelJoint: number;
  22802. /**
  22803. * Slider-Joint type
  22804. */
  22805. static SliderJoint: number;
  22806. /**
  22807. * Prismatic-Joint type
  22808. */
  22809. static PrismaticJoint: number;
  22810. /**
  22811. * Universal-Joint type
  22812. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22813. */
  22814. static UniversalJoint: number;
  22815. /**
  22816. * Hinge-Joint 2 type
  22817. */
  22818. static Hinge2Joint: number;
  22819. /**
  22820. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22821. */
  22822. static PointToPointJoint: number;
  22823. /**
  22824. * Spring-Joint type
  22825. */
  22826. static SpringJoint: number;
  22827. /**
  22828. * Lock-Joint type
  22829. */
  22830. static LockJoint: number;
  22831. }
  22832. /**
  22833. * A class representing a physics distance joint
  22834. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22835. */
  22836. export class DistanceJoint extends PhysicsJoint {
  22837. /**
  22838. *
  22839. * @param jointData The data for the Distance-Joint
  22840. */
  22841. constructor(jointData: DistanceJointData);
  22842. /**
  22843. * Update the predefined distance.
  22844. * @param maxDistance The maximum preferred distance
  22845. * @param minDistance The minimum preferred distance
  22846. */
  22847. updateDistance(maxDistance: number, minDistance?: number): void;
  22848. }
  22849. /**
  22850. * Represents a Motor-Enabled Joint
  22851. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22852. */
  22853. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22854. /**
  22855. * Initializes the Motor-Enabled Joint
  22856. * @param type The type of the joint
  22857. * @param jointData The physica joint data for the joint
  22858. */
  22859. constructor(type: number, jointData: PhysicsJointData);
  22860. /**
  22861. * Set the motor values.
  22862. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22863. * @param force the force to apply
  22864. * @param maxForce max force for this motor.
  22865. */
  22866. setMotor(force?: number, maxForce?: number): void;
  22867. /**
  22868. * Set the motor's limits.
  22869. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22870. * @param upperLimit The upper limit of the motor
  22871. * @param lowerLimit The lower limit of the motor
  22872. */
  22873. setLimit(upperLimit: number, lowerLimit?: number): void;
  22874. }
  22875. /**
  22876. * This class represents a single physics Hinge-Joint
  22877. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22878. */
  22879. export class HingeJoint extends MotorEnabledJoint {
  22880. /**
  22881. * Initializes the Hinge-Joint
  22882. * @param jointData The joint data for the Hinge-Joint
  22883. */
  22884. constructor(jointData: PhysicsJointData);
  22885. /**
  22886. * Set the motor values.
  22887. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22888. * @param {number} force the force to apply
  22889. * @param {number} maxForce max force for this motor.
  22890. */
  22891. setMotor(force?: number, maxForce?: number): void;
  22892. /**
  22893. * Set the motor's limits.
  22894. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22895. * @param upperLimit The upper limit of the motor
  22896. * @param lowerLimit The lower limit of the motor
  22897. */
  22898. setLimit(upperLimit: number, lowerLimit?: number): void;
  22899. }
  22900. /**
  22901. * This class represents a dual hinge physics joint (same as wheel joint)
  22902. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22903. */
  22904. export class Hinge2Joint extends MotorEnabledJoint {
  22905. /**
  22906. * Initializes the Hinge2-Joint
  22907. * @param jointData The joint data for the Hinge2-Joint
  22908. */
  22909. constructor(jointData: PhysicsJointData);
  22910. /**
  22911. * Set the motor values.
  22912. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22913. * @param {number} targetSpeed the speed the motor is to reach
  22914. * @param {number} maxForce max force for this motor.
  22915. * @param {motorIndex} the motor's index, 0 or 1.
  22916. */
  22917. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22918. /**
  22919. * Set the motor limits.
  22920. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22921. * @param {number} upperLimit the upper limit
  22922. * @param {number} lowerLimit lower limit
  22923. * @param {motorIndex} the motor's index, 0 or 1.
  22924. */
  22925. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22926. }
  22927. /**
  22928. * Interface for a motor enabled joint
  22929. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22930. */
  22931. export interface IMotorEnabledJoint {
  22932. /**
  22933. * Physics joint
  22934. */
  22935. physicsJoint: any;
  22936. /**
  22937. * Sets the motor of the motor-enabled joint
  22938. * @param force The force of the motor
  22939. * @param maxForce The maximum force of the motor
  22940. * @param motorIndex The index of the motor
  22941. */
  22942. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22943. /**
  22944. * Sets the limit of the motor
  22945. * @param upperLimit The upper limit of the motor
  22946. * @param lowerLimit The lower limit of the motor
  22947. * @param motorIndex The index of the motor
  22948. */
  22949. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22950. }
  22951. /**
  22952. * Joint data for a Distance-Joint
  22953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22954. */
  22955. export interface DistanceJointData extends PhysicsJointData {
  22956. /**
  22957. * Max distance the 2 joint objects can be apart
  22958. */
  22959. maxDistance: number;
  22960. }
  22961. /**
  22962. * Joint data from a spring joint
  22963. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22964. */
  22965. export interface SpringJointData extends PhysicsJointData {
  22966. /**
  22967. * Length of the spring
  22968. */
  22969. length: number;
  22970. /**
  22971. * Stiffness of the spring
  22972. */
  22973. stiffness: number;
  22974. /**
  22975. * Damping of the spring
  22976. */
  22977. damping: number;
  22978. /** this callback will be called when applying the force to the impostors. */
  22979. forceApplicationCallback: () => void;
  22980. }
  22981. }
  22982. declare module "babylonjs/Physics/physicsRaycastResult" {
  22983. import { Vector3 } from "babylonjs/Maths/math.vector";
  22984. /**
  22985. * Holds the data for the raycast result
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class PhysicsRaycastResult {
  22989. private _hasHit;
  22990. private _hitDistance;
  22991. private _hitNormalWorld;
  22992. private _hitPointWorld;
  22993. private _rayFromWorld;
  22994. private _rayToWorld;
  22995. /**
  22996. * Gets if there was a hit
  22997. */
  22998. readonly hasHit: boolean;
  22999. /**
  23000. * Gets the distance from the hit
  23001. */
  23002. readonly hitDistance: number;
  23003. /**
  23004. * Gets the hit normal/direction in the world
  23005. */
  23006. readonly hitNormalWorld: Vector3;
  23007. /**
  23008. * Gets the hit point in the world
  23009. */
  23010. readonly hitPointWorld: Vector3;
  23011. /**
  23012. * Gets the ray "start point" of the ray in the world
  23013. */
  23014. readonly rayFromWorld: Vector3;
  23015. /**
  23016. * Gets the ray "end point" of the ray in the world
  23017. */
  23018. readonly rayToWorld: Vector3;
  23019. /**
  23020. * Sets the hit data (normal & point in world space)
  23021. * @param hitNormalWorld defines the normal in world space
  23022. * @param hitPointWorld defines the point in world space
  23023. */
  23024. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23025. /**
  23026. * Sets the distance from the start point to the hit point
  23027. * @param distance
  23028. */
  23029. setHitDistance(distance: number): void;
  23030. /**
  23031. * Calculates the distance manually
  23032. */
  23033. calculateHitDistance(): void;
  23034. /**
  23035. * Resets all the values to default
  23036. * @param from The from point on world space
  23037. * @param to The to point on world space
  23038. */
  23039. reset(from?: Vector3, to?: Vector3): void;
  23040. }
  23041. /**
  23042. * Interface for the size containing width and height
  23043. */
  23044. interface IXYZ {
  23045. /**
  23046. * X
  23047. */
  23048. x: number;
  23049. /**
  23050. * Y
  23051. */
  23052. y: number;
  23053. /**
  23054. * Z
  23055. */
  23056. z: number;
  23057. }
  23058. }
  23059. declare module "babylonjs/Physics/IPhysicsEngine" {
  23060. import { Nullable } from "babylonjs/types";
  23061. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23062. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23063. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23064. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23065. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23066. /**
  23067. * Interface used to describe a physics joint
  23068. */
  23069. export interface PhysicsImpostorJoint {
  23070. /** Defines the main impostor to which the joint is linked */
  23071. mainImpostor: PhysicsImpostor;
  23072. /** Defines the impostor that is connected to the main impostor using this joint */
  23073. connectedImpostor: PhysicsImpostor;
  23074. /** Defines the joint itself */
  23075. joint: PhysicsJoint;
  23076. }
  23077. /** @hidden */
  23078. export interface IPhysicsEnginePlugin {
  23079. world: any;
  23080. name: string;
  23081. setGravity(gravity: Vector3): void;
  23082. setTimeStep(timeStep: number): void;
  23083. getTimeStep(): number;
  23084. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23085. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23086. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23087. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23088. removePhysicsBody(impostor: PhysicsImpostor): void;
  23089. generateJoint(joint: PhysicsImpostorJoint): void;
  23090. removeJoint(joint: PhysicsImpostorJoint): void;
  23091. isSupported(): boolean;
  23092. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23093. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23094. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23095. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23096. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23097. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23098. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23099. getBodyMass(impostor: PhysicsImpostor): number;
  23100. getBodyFriction(impostor: PhysicsImpostor): number;
  23101. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23102. getBodyRestitution(impostor: PhysicsImpostor): number;
  23103. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23104. getBodyPressure?(impostor: PhysicsImpostor): number;
  23105. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23106. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23107. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23108. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23109. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23110. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23111. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23112. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23113. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23114. sleepBody(impostor: PhysicsImpostor): void;
  23115. wakeUpBody(impostor: PhysicsImpostor): void;
  23116. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23117. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23118. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23119. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23120. getRadius(impostor: PhysicsImpostor): number;
  23121. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23122. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23123. dispose(): void;
  23124. }
  23125. /**
  23126. * Interface used to define a physics engine
  23127. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23128. */
  23129. export interface IPhysicsEngine {
  23130. /**
  23131. * Gets the gravity vector used by the simulation
  23132. */
  23133. gravity: Vector3;
  23134. /**
  23135. * Sets the gravity vector used by the simulation
  23136. * @param gravity defines the gravity vector to use
  23137. */
  23138. setGravity(gravity: Vector3): void;
  23139. /**
  23140. * Set the time step of the physics engine.
  23141. * Default is 1/60.
  23142. * To slow it down, enter 1/600 for example.
  23143. * To speed it up, 1/30
  23144. * @param newTimeStep the new timestep to apply to this world.
  23145. */
  23146. setTimeStep(newTimeStep: number): void;
  23147. /**
  23148. * Get the time step of the physics engine.
  23149. * @returns the current time step
  23150. */
  23151. getTimeStep(): number;
  23152. /**
  23153. * Release all resources
  23154. */
  23155. dispose(): void;
  23156. /**
  23157. * Gets the name of the current physics plugin
  23158. * @returns the name of the plugin
  23159. */
  23160. getPhysicsPluginName(): string;
  23161. /**
  23162. * Adding a new impostor for the impostor tracking.
  23163. * This will be done by the impostor itself.
  23164. * @param impostor the impostor to add
  23165. */
  23166. addImpostor(impostor: PhysicsImpostor): void;
  23167. /**
  23168. * Remove an impostor from the engine.
  23169. * This impostor and its mesh will not longer be updated by the physics engine.
  23170. * @param impostor the impostor to remove
  23171. */
  23172. removeImpostor(impostor: PhysicsImpostor): void;
  23173. /**
  23174. * Add a joint to the physics engine
  23175. * @param mainImpostor defines the main impostor to which the joint is added.
  23176. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23177. * @param joint defines the joint that will connect both impostors.
  23178. */
  23179. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23180. /**
  23181. * Removes a joint from the simulation
  23182. * @param mainImpostor defines the impostor used with the joint
  23183. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23184. * @param joint defines the joint to remove
  23185. */
  23186. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23187. /**
  23188. * Gets the current plugin used to run the simulation
  23189. * @returns current plugin
  23190. */
  23191. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23192. /**
  23193. * Gets the list of physic impostors
  23194. * @returns an array of PhysicsImpostor
  23195. */
  23196. getImpostors(): Array<PhysicsImpostor>;
  23197. /**
  23198. * Gets the impostor for a physics enabled object
  23199. * @param object defines the object impersonated by the impostor
  23200. * @returns the PhysicsImpostor or null if not found
  23201. */
  23202. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23203. /**
  23204. * Gets the impostor for a physics body object
  23205. * @param body defines physics body used by the impostor
  23206. * @returns the PhysicsImpostor or null if not found
  23207. */
  23208. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23209. /**
  23210. * Does a raycast in the physics world
  23211. * @param from when should the ray start?
  23212. * @param to when should the ray end?
  23213. * @returns PhysicsRaycastResult
  23214. */
  23215. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23216. /**
  23217. * Called by the scene. No need to call it.
  23218. * @param delta defines the timespam between frames
  23219. */
  23220. _step(delta: number): void;
  23221. }
  23222. }
  23223. declare module "babylonjs/Physics/physicsImpostor" {
  23224. import { Nullable, IndicesArray } from "babylonjs/types";
  23225. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23226. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23227. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23228. import { Scene } from "babylonjs/scene";
  23229. import { Bone } from "babylonjs/Bones/bone";
  23230. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23231. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23232. import { Space } from "babylonjs/Maths/math.axis";
  23233. /**
  23234. * The interface for the physics imposter parameters
  23235. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23236. */
  23237. export interface PhysicsImpostorParameters {
  23238. /**
  23239. * The mass of the physics imposter
  23240. */
  23241. mass: number;
  23242. /**
  23243. * The friction of the physics imposter
  23244. */
  23245. friction?: number;
  23246. /**
  23247. * The coefficient of restitution of the physics imposter
  23248. */
  23249. restitution?: number;
  23250. /**
  23251. * The native options of the physics imposter
  23252. */
  23253. nativeOptions?: any;
  23254. /**
  23255. * Specifies if the parent should be ignored
  23256. */
  23257. ignoreParent?: boolean;
  23258. /**
  23259. * Specifies if bi-directional transformations should be disabled
  23260. */
  23261. disableBidirectionalTransformation?: boolean;
  23262. /**
  23263. * The pressure inside the physics imposter, soft object only
  23264. */
  23265. pressure?: number;
  23266. /**
  23267. * The stiffness the physics imposter, soft object only
  23268. */
  23269. stiffness?: number;
  23270. /**
  23271. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23272. */
  23273. velocityIterations?: number;
  23274. /**
  23275. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23276. */
  23277. positionIterations?: number;
  23278. /**
  23279. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23280. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23281. * Add to fix multiple points
  23282. */
  23283. fixedPoints?: number;
  23284. /**
  23285. * The collision margin around a soft object
  23286. */
  23287. margin?: number;
  23288. /**
  23289. * The collision margin around a soft object
  23290. */
  23291. damping?: number;
  23292. /**
  23293. * The path for a rope based on an extrusion
  23294. */
  23295. path?: any;
  23296. /**
  23297. * The shape of an extrusion used for a rope based on an extrusion
  23298. */
  23299. shape?: any;
  23300. }
  23301. /**
  23302. * Interface for a physics-enabled object
  23303. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23304. */
  23305. export interface IPhysicsEnabledObject {
  23306. /**
  23307. * The position of the physics-enabled object
  23308. */
  23309. position: Vector3;
  23310. /**
  23311. * The rotation of the physics-enabled object
  23312. */
  23313. rotationQuaternion: Nullable<Quaternion>;
  23314. /**
  23315. * The scale of the physics-enabled object
  23316. */
  23317. scaling: Vector3;
  23318. /**
  23319. * The rotation of the physics-enabled object
  23320. */
  23321. rotation?: Vector3;
  23322. /**
  23323. * The parent of the physics-enabled object
  23324. */
  23325. parent?: any;
  23326. /**
  23327. * The bounding info of the physics-enabled object
  23328. * @returns The bounding info of the physics-enabled object
  23329. */
  23330. getBoundingInfo(): BoundingInfo;
  23331. /**
  23332. * Computes the world matrix
  23333. * @param force Specifies if the world matrix should be computed by force
  23334. * @returns A world matrix
  23335. */
  23336. computeWorldMatrix(force: boolean): Matrix;
  23337. /**
  23338. * Gets the world matrix
  23339. * @returns A world matrix
  23340. */
  23341. getWorldMatrix?(): Matrix;
  23342. /**
  23343. * Gets the child meshes
  23344. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23345. * @returns An array of abstract meshes
  23346. */
  23347. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23348. /**
  23349. * Gets the vertex data
  23350. * @param kind The type of vertex data
  23351. * @returns A nullable array of numbers, or a float32 array
  23352. */
  23353. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23354. /**
  23355. * Gets the indices from the mesh
  23356. * @returns A nullable array of index arrays
  23357. */
  23358. getIndices?(): Nullable<IndicesArray>;
  23359. /**
  23360. * Gets the scene from the mesh
  23361. * @returns the indices array or null
  23362. */
  23363. getScene?(): Scene;
  23364. /**
  23365. * Gets the absolute position from the mesh
  23366. * @returns the absolute position
  23367. */
  23368. getAbsolutePosition(): Vector3;
  23369. /**
  23370. * Gets the absolute pivot point from the mesh
  23371. * @returns the absolute pivot point
  23372. */
  23373. getAbsolutePivotPoint(): Vector3;
  23374. /**
  23375. * Rotates the mesh
  23376. * @param axis The axis of rotation
  23377. * @param amount The amount of rotation
  23378. * @param space The space of the rotation
  23379. * @returns The rotation transform node
  23380. */
  23381. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23382. /**
  23383. * Translates the mesh
  23384. * @param axis The axis of translation
  23385. * @param distance The distance of translation
  23386. * @param space The space of the translation
  23387. * @returns The transform node
  23388. */
  23389. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23390. /**
  23391. * Sets the absolute position of the mesh
  23392. * @param absolutePosition The absolute position of the mesh
  23393. * @returns The transform node
  23394. */
  23395. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23396. /**
  23397. * Gets the class name of the mesh
  23398. * @returns The class name
  23399. */
  23400. getClassName(): string;
  23401. }
  23402. /**
  23403. * Represents a physics imposter
  23404. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23405. */
  23406. export class PhysicsImpostor {
  23407. /**
  23408. * The physics-enabled object used as the physics imposter
  23409. */
  23410. object: IPhysicsEnabledObject;
  23411. /**
  23412. * The type of the physics imposter
  23413. */
  23414. type: number;
  23415. private _options;
  23416. private _scene?;
  23417. /**
  23418. * The default object size of the imposter
  23419. */
  23420. static DEFAULT_OBJECT_SIZE: Vector3;
  23421. /**
  23422. * The identity quaternion of the imposter
  23423. */
  23424. static IDENTITY_QUATERNION: Quaternion;
  23425. /** @hidden */
  23426. _pluginData: any;
  23427. private _physicsEngine;
  23428. private _physicsBody;
  23429. private _bodyUpdateRequired;
  23430. private _onBeforePhysicsStepCallbacks;
  23431. private _onAfterPhysicsStepCallbacks;
  23432. /** @hidden */
  23433. _onPhysicsCollideCallbacks: Array<{
  23434. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23435. otherImpostors: Array<PhysicsImpostor>;
  23436. }>;
  23437. private _deltaPosition;
  23438. private _deltaRotation;
  23439. private _deltaRotationConjugated;
  23440. /** @hidden */
  23441. _isFromLine: boolean;
  23442. private _parent;
  23443. private _isDisposed;
  23444. private static _tmpVecs;
  23445. private static _tmpQuat;
  23446. /**
  23447. * Specifies if the physics imposter is disposed
  23448. */
  23449. readonly isDisposed: boolean;
  23450. /**
  23451. * Gets the mass of the physics imposter
  23452. */
  23453. mass: number;
  23454. /**
  23455. * Gets the coefficient of friction
  23456. */
  23457. /**
  23458. * Sets the coefficient of friction
  23459. */
  23460. friction: number;
  23461. /**
  23462. * Gets the coefficient of restitution
  23463. */
  23464. /**
  23465. * Sets the coefficient of restitution
  23466. */
  23467. restitution: number;
  23468. /**
  23469. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23470. */
  23471. /**
  23472. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23473. */
  23474. pressure: number;
  23475. /**
  23476. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23477. */
  23478. /**
  23479. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23480. */
  23481. stiffness: number;
  23482. /**
  23483. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23484. */
  23485. /**
  23486. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23487. */
  23488. velocityIterations: number;
  23489. /**
  23490. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23491. */
  23492. /**
  23493. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23494. */
  23495. positionIterations: number;
  23496. /**
  23497. * The unique id of the physics imposter
  23498. * set by the physics engine when adding this impostor to the array
  23499. */
  23500. uniqueId: number;
  23501. /**
  23502. * @hidden
  23503. */
  23504. soft: boolean;
  23505. /**
  23506. * @hidden
  23507. */
  23508. segments: number;
  23509. private _joints;
  23510. /**
  23511. * Initializes the physics imposter
  23512. * @param object The physics-enabled object used as the physics imposter
  23513. * @param type The type of the physics imposter
  23514. * @param _options The options for the physics imposter
  23515. * @param _scene The Babylon scene
  23516. */
  23517. constructor(
  23518. /**
  23519. * The physics-enabled object used as the physics imposter
  23520. */
  23521. object: IPhysicsEnabledObject,
  23522. /**
  23523. * The type of the physics imposter
  23524. */
  23525. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23526. /**
  23527. * This function will completly initialize this impostor.
  23528. * It will create a new body - but only if this mesh has no parent.
  23529. * If it has, this impostor will not be used other than to define the impostor
  23530. * of the child mesh.
  23531. * @hidden
  23532. */
  23533. _init(): void;
  23534. private _getPhysicsParent;
  23535. /**
  23536. * Should a new body be generated.
  23537. * @returns boolean specifying if body initialization is required
  23538. */
  23539. isBodyInitRequired(): boolean;
  23540. /**
  23541. * Sets the updated scaling
  23542. * @param updated Specifies if the scaling is updated
  23543. */
  23544. setScalingUpdated(): void;
  23545. /**
  23546. * Force a regeneration of this or the parent's impostor's body.
  23547. * Use under cautious - This will remove all joints already implemented.
  23548. */
  23549. forceUpdate(): void;
  23550. /**
  23551. * Gets the body that holds this impostor. Either its own, or its parent.
  23552. */
  23553. /**
  23554. * Set the physics body. Used mainly by the physics engine/plugin
  23555. */
  23556. physicsBody: any;
  23557. /**
  23558. * Get the parent of the physics imposter
  23559. * @returns Physics imposter or null
  23560. */
  23561. /**
  23562. * Sets the parent of the physics imposter
  23563. */
  23564. parent: Nullable<PhysicsImpostor>;
  23565. /**
  23566. * Resets the update flags
  23567. */
  23568. resetUpdateFlags(): void;
  23569. /**
  23570. * Gets the object extend size
  23571. * @returns the object extend size
  23572. */
  23573. getObjectExtendSize(): Vector3;
  23574. /**
  23575. * Gets the object center
  23576. * @returns The object center
  23577. */
  23578. getObjectCenter(): Vector3;
  23579. /**
  23580. * Get a specific parametes from the options parameter
  23581. * @param paramName The object parameter name
  23582. * @returns The object parameter
  23583. */
  23584. getParam(paramName: string): any;
  23585. /**
  23586. * Sets a specific parameter in the options given to the physics plugin
  23587. * @param paramName The parameter name
  23588. * @param value The value of the parameter
  23589. */
  23590. setParam(paramName: string, value: number): void;
  23591. /**
  23592. * Specifically change the body's mass option. Won't recreate the physics body object
  23593. * @param mass The mass of the physics imposter
  23594. */
  23595. setMass(mass: number): void;
  23596. /**
  23597. * Gets the linear velocity
  23598. * @returns linear velocity or null
  23599. */
  23600. getLinearVelocity(): Nullable<Vector3>;
  23601. /**
  23602. * Sets the linear velocity
  23603. * @param velocity linear velocity or null
  23604. */
  23605. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23606. /**
  23607. * Gets the angular velocity
  23608. * @returns angular velocity or null
  23609. */
  23610. getAngularVelocity(): Nullable<Vector3>;
  23611. /**
  23612. * Sets the angular velocity
  23613. * @param velocity The velocity or null
  23614. */
  23615. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23616. /**
  23617. * Execute a function with the physics plugin native code
  23618. * Provide a function the will have two variables - the world object and the physics body object
  23619. * @param func The function to execute with the physics plugin native code
  23620. */
  23621. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23622. /**
  23623. * Register a function that will be executed before the physics world is stepping forward
  23624. * @param func The function to execute before the physics world is stepped forward
  23625. */
  23626. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23627. /**
  23628. * Unregister a function that will be executed before the physics world is stepping forward
  23629. * @param func The function to execute before the physics world is stepped forward
  23630. */
  23631. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23632. /**
  23633. * Register a function that will be executed after the physics step
  23634. * @param func The function to execute after physics step
  23635. */
  23636. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23637. /**
  23638. * Unregisters a function that will be executed after the physics step
  23639. * @param func The function to execute after physics step
  23640. */
  23641. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23642. /**
  23643. * register a function that will be executed when this impostor collides against a different body
  23644. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23645. * @param func Callback that is executed on collision
  23646. */
  23647. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23648. /**
  23649. * Unregisters the physics imposter on contact
  23650. * @param collideAgainst The physics object to collide against
  23651. * @param func Callback to execute on collision
  23652. */
  23653. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23654. private _tmpQuat;
  23655. private _tmpQuat2;
  23656. /**
  23657. * Get the parent rotation
  23658. * @returns The parent rotation
  23659. */
  23660. getParentsRotation(): Quaternion;
  23661. /**
  23662. * this function is executed by the physics engine.
  23663. */
  23664. beforeStep: () => void;
  23665. /**
  23666. * this function is executed by the physics engine
  23667. */
  23668. afterStep: () => void;
  23669. /**
  23670. * Legacy collision detection event support
  23671. */
  23672. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23673. /**
  23674. * event and body object due to cannon's event-based architecture.
  23675. */
  23676. onCollide: (e: {
  23677. body: any;
  23678. }) => void;
  23679. /**
  23680. * Apply a force
  23681. * @param force The force to apply
  23682. * @param contactPoint The contact point for the force
  23683. * @returns The physics imposter
  23684. */
  23685. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23686. /**
  23687. * Apply an impulse
  23688. * @param force The impulse force
  23689. * @param contactPoint The contact point for the impulse force
  23690. * @returns The physics imposter
  23691. */
  23692. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23693. /**
  23694. * A help function to create a joint
  23695. * @param otherImpostor A physics imposter used to create a joint
  23696. * @param jointType The type of joint
  23697. * @param jointData The data for the joint
  23698. * @returns The physics imposter
  23699. */
  23700. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23701. /**
  23702. * Add a joint to this impostor with a different impostor
  23703. * @param otherImpostor A physics imposter used to add a joint
  23704. * @param joint The joint to add
  23705. * @returns The physics imposter
  23706. */
  23707. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23708. /**
  23709. * Add an anchor to a cloth impostor
  23710. * @param otherImpostor rigid impostor to anchor to
  23711. * @param width ratio across width from 0 to 1
  23712. * @param height ratio up height from 0 to 1
  23713. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23714. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23715. * @returns impostor the soft imposter
  23716. */
  23717. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23718. /**
  23719. * Add a hook to a rope impostor
  23720. * @param otherImpostor rigid impostor to anchor to
  23721. * @param length ratio across rope from 0 to 1
  23722. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23723. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23724. * @returns impostor the rope imposter
  23725. */
  23726. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23727. /**
  23728. * Will keep this body still, in a sleep mode.
  23729. * @returns the physics imposter
  23730. */
  23731. sleep(): PhysicsImpostor;
  23732. /**
  23733. * Wake the body up.
  23734. * @returns The physics imposter
  23735. */
  23736. wakeUp(): PhysicsImpostor;
  23737. /**
  23738. * Clones the physics imposter
  23739. * @param newObject The physics imposter clones to this physics-enabled object
  23740. * @returns A nullable physics imposter
  23741. */
  23742. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23743. /**
  23744. * Disposes the physics imposter
  23745. */
  23746. dispose(): void;
  23747. /**
  23748. * Sets the delta position
  23749. * @param position The delta position amount
  23750. */
  23751. setDeltaPosition(position: Vector3): void;
  23752. /**
  23753. * Sets the delta rotation
  23754. * @param rotation The delta rotation amount
  23755. */
  23756. setDeltaRotation(rotation: Quaternion): void;
  23757. /**
  23758. * Gets the box size of the physics imposter and stores the result in the input parameter
  23759. * @param result Stores the box size
  23760. * @returns The physics imposter
  23761. */
  23762. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23763. /**
  23764. * Gets the radius of the physics imposter
  23765. * @returns Radius of the physics imposter
  23766. */
  23767. getRadius(): number;
  23768. /**
  23769. * Sync a bone with this impostor
  23770. * @param bone The bone to sync to the impostor.
  23771. * @param boneMesh The mesh that the bone is influencing.
  23772. * @param jointPivot The pivot of the joint / bone in local space.
  23773. * @param distToJoint Optional distance from the impostor to the joint.
  23774. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23775. */
  23776. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23777. /**
  23778. * Sync impostor to a bone
  23779. * @param bone The bone that the impostor will be synced to.
  23780. * @param boneMesh The mesh that the bone is influencing.
  23781. * @param jointPivot The pivot of the joint / bone in local space.
  23782. * @param distToJoint Optional distance from the impostor to the joint.
  23783. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23784. * @param boneAxis Optional vector3 axis the bone is aligned with
  23785. */
  23786. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23787. /**
  23788. * No-Imposter type
  23789. */
  23790. static NoImpostor: number;
  23791. /**
  23792. * Sphere-Imposter type
  23793. */
  23794. static SphereImpostor: number;
  23795. /**
  23796. * Box-Imposter type
  23797. */
  23798. static BoxImpostor: number;
  23799. /**
  23800. * Plane-Imposter type
  23801. */
  23802. static PlaneImpostor: number;
  23803. /**
  23804. * Mesh-imposter type
  23805. */
  23806. static MeshImpostor: number;
  23807. /**
  23808. * Capsule-Impostor type (Ammo.js plugin only)
  23809. */
  23810. static CapsuleImpostor: number;
  23811. /**
  23812. * Cylinder-Imposter type
  23813. */
  23814. static CylinderImpostor: number;
  23815. /**
  23816. * Particle-Imposter type
  23817. */
  23818. static ParticleImpostor: number;
  23819. /**
  23820. * Heightmap-Imposter type
  23821. */
  23822. static HeightmapImpostor: number;
  23823. /**
  23824. * ConvexHull-Impostor type (Ammo.js plugin only)
  23825. */
  23826. static ConvexHullImpostor: number;
  23827. /**
  23828. * Rope-Imposter type
  23829. */
  23830. static RopeImpostor: number;
  23831. /**
  23832. * Cloth-Imposter type
  23833. */
  23834. static ClothImpostor: number;
  23835. /**
  23836. * Softbody-Imposter type
  23837. */
  23838. static SoftbodyImpostor: number;
  23839. }
  23840. }
  23841. declare module "babylonjs/Meshes/mesh" {
  23842. import { Observable } from "babylonjs/Misc/observable";
  23843. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23844. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23845. import { Camera } from "babylonjs/Cameras/camera";
  23846. import { Scene } from "babylonjs/scene";
  23847. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23848. import { Color4 } from "babylonjs/Maths/math.color";
  23849. import { Engine } from "babylonjs/Engines/engine";
  23850. import { Node } from "babylonjs/node";
  23851. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23852. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23853. import { Buffer } from "babylonjs/Meshes/buffer";
  23854. import { Geometry } from "babylonjs/Meshes/geometry";
  23855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23856. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23857. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23858. import { Effect } from "babylonjs/Materials/effect";
  23859. import { Material } from "babylonjs/Materials/material";
  23860. import { Skeleton } from "babylonjs/Bones/skeleton";
  23861. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23862. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23863. import { Path3D } from "babylonjs/Maths/math.path";
  23864. import { Plane } from "babylonjs/Maths/math.plane";
  23865. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23866. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23867. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23868. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23869. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23870. /**
  23871. * @hidden
  23872. **/
  23873. export class _CreationDataStorage {
  23874. closePath?: boolean;
  23875. closeArray?: boolean;
  23876. idx: number[];
  23877. dashSize: number;
  23878. gapSize: number;
  23879. path3D: Path3D;
  23880. pathArray: Vector3[][];
  23881. arc: number;
  23882. radius: number;
  23883. cap: number;
  23884. tessellation: number;
  23885. }
  23886. /**
  23887. * @hidden
  23888. **/
  23889. class _InstanceDataStorage {
  23890. visibleInstances: any;
  23891. batchCache: _InstancesBatch;
  23892. instancesBufferSize: number;
  23893. instancesBuffer: Nullable<Buffer>;
  23894. instancesData: Float32Array;
  23895. overridenInstanceCount: number;
  23896. isFrozen: boolean;
  23897. previousBatch: Nullable<_InstancesBatch>;
  23898. hardwareInstancedRendering: boolean;
  23899. sideOrientation: number;
  23900. }
  23901. /**
  23902. * @hidden
  23903. **/
  23904. export class _InstancesBatch {
  23905. mustReturn: boolean;
  23906. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23907. renderSelf: boolean[];
  23908. hardwareInstancedRendering: boolean[];
  23909. }
  23910. /**
  23911. * Class used to represent renderable models
  23912. */
  23913. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23914. /**
  23915. * Mesh side orientation : usually the external or front surface
  23916. */
  23917. static readonly FRONTSIDE: number;
  23918. /**
  23919. * Mesh side orientation : usually the internal or back surface
  23920. */
  23921. static readonly BACKSIDE: number;
  23922. /**
  23923. * Mesh side orientation : both internal and external or front and back surfaces
  23924. */
  23925. static readonly DOUBLESIDE: number;
  23926. /**
  23927. * Mesh side orientation : by default, `FRONTSIDE`
  23928. */
  23929. static readonly DEFAULTSIDE: number;
  23930. /**
  23931. * Mesh cap setting : no cap
  23932. */
  23933. static readonly NO_CAP: number;
  23934. /**
  23935. * Mesh cap setting : one cap at the beginning of the mesh
  23936. */
  23937. static readonly CAP_START: number;
  23938. /**
  23939. * Mesh cap setting : one cap at the end of the mesh
  23940. */
  23941. static readonly CAP_END: number;
  23942. /**
  23943. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23944. */
  23945. static readonly CAP_ALL: number;
  23946. /**
  23947. * Mesh pattern setting : no flip or rotate
  23948. */
  23949. static readonly NO_FLIP: number;
  23950. /**
  23951. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23952. */
  23953. static readonly FLIP_TILE: number;
  23954. /**
  23955. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23956. */
  23957. static readonly ROTATE_TILE: number;
  23958. /**
  23959. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23960. */
  23961. static readonly FLIP_ROW: number;
  23962. /**
  23963. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23964. */
  23965. static readonly ROTATE_ROW: number;
  23966. /**
  23967. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23968. */
  23969. static readonly FLIP_N_ROTATE_TILE: number;
  23970. /**
  23971. * Mesh pattern setting : rotate pattern and rotate
  23972. */
  23973. static readonly FLIP_N_ROTATE_ROW: number;
  23974. /**
  23975. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23976. */
  23977. static readonly CENTER: number;
  23978. /**
  23979. * Mesh tile positioning : part tiles on left
  23980. */
  23981. static readonly LEFT: number;
  23982. /**
  23983. * Mesh tile positioning : part tiles on right
  23984. */
  23985. static readonly RIGHT: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles on top
  23988. */
  23989. static readonly TOP: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on bottom
  23992. */
  23993. static readonly BOTTOM: number;
  23994. /**
  23995. * Gets the default side orientation.
  23996. * @param orientation the orientation to value to attempt to get
  23997. * @returns the default orientation
  23998. * @hidden
  23999. */
  24000. static _GetDefaultSideOrientation(orientation?: number): number;
  24001. private _internalMeshDataInfo;
  24002. /**
  24003. * An event triggered before rendering the mesh
  24004. */
  24005. readonly onBeforeRenderObservable: Observable<Mesh>;
  24006. /**
  24007. * An event triggered before binding the mesh
  24008. */
  24009. readonly onBeforeBindObservable: Observable<Mesh>;
  24010. /**
  24011. * An event triggered after rendering the mesh
  24012. */
  24013. readonly onAfterRenderObservable: Observable<Mesh>;
  24014. /**
  24015. * An event triggered before drawing the mesh
  24016. */
  24017. readonly onBeforeDrawObservable: Observable<Mesh>;
  24018. private _onBeforeDrawObserver;
  24019. /**
  24020. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24021. */
  24022. onBeforeDraw: () => void;
  24023. /**
  24024. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24025. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24026. */
  24027. delayLoadState: number;
  24028. /**
  24029. * Gets the list of instances created from this mesh
  24030. * it is not supposed to be modified manually.
  24031. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24032. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24033. */
  24034. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24035. /**
  24036. * Gets the file containing delay loading data for this mesh
  24037. */
  24038. delayLoadingFile: string;
  24039. /** @hidden */
  24040. _binaryInfo: any;
  24041. /**
  24042. * User defined function used to change how LOD level selection is done
  24043. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24044. */
  24045. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24046. /**
  24047. * Gets or sets the morph target manager
  24048. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24049. */
  24050. morphTargetManager: Nullable<MorphTargetManager>;
  24051. /** @hidden */
  24052. _creationDataStorage: Nullable<_CreationDataStorage>;
  24053. /** @hidden */
  24054. _geometry: Nullable<Geometry>;
  24055. /** @hidden */
  24056. _delayInfo: Array<string>;
  24057. /** @hidden */
  24058. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24059. /** @hidden */
  24060. _instanceDataStorage: _InstanceDataStorage;
  24061. private _effectiveMaterial;
  24062. /** @hidden */
  24063. _shouldGenerateFlatShading: boolean;
  24064. /** @hidden */
  24065. _originalBuilderSideOrientation: number;
  24066. /**
  24067. * Use this property to change the original side orientation defined at construction time
  24068. */
  24069. overrideMaterialSideOrientation: Nullable<number>;
  24070. /**
  24071. * Gets the source mesh (the one used to clone this one from)
  24072. */
  24073. readonly source: Nullable<Mesh>;
  24074. /**
  24075. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24076. */
  24077. isUnIndexed: boolean;
  24078. /**
  24079. * @constructor
  24080. * @param name The value used by scene.getMeshByName() to do a lookup.
  24081. * @param scene The scene to add this mesh to.
  24082. * @param parent The parent of this mesh, if it has one
  24083. * @param source An optional Mesh from which geometry is shared, cloned.
  24084. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24085. * When false, achieved by calling a clone(), also passing False.
  24086. * This will make creation of children, recursive.
  24087. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24088. */
  24089. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24090. /**
  24091. * Gets the class name
  24092. * @returns the string "Mesh".
  24093. */
  24094. getClassName(): string;
  24095. /** @hidden */
  24096. readonly _isMesh: boolean;
  24097. /**
  24098. * Returns a description of this mesh
  24099. * @param fullDetails define if full details about this mesh must be used
  24100. * @returns a descriptive string representing this mesh
  24101. */
  24102. toString(fullDetails?: boolean): string;
  24103. /** @hidden */
  24104. _unBindEffect(): void;
  24105. /**
  24106. * Gets a boolean indicating if this mesh has LOD
  24107. */
  24108. readonly hasLODLevels: boolean;
  24109. /**
  24110. * Gets the list of MeshLODLevel associated with the current mesh
  24111. * @returns an array of MeshLODLevel
  24112. */
  24113. getLODLevels(): MeshLODLevel[];
  24114. private _sortLODLevels;
  24115. /**
  24116. * Add a mesh as LOD level triggered at the given distance.
  24117. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24118. * @param distance The distance from the center of the object to show this level
  24119. * @param mesh The mesh to be added as LOD level (can be null)
  24120. * @return This mesh (for chaining)
  24121. */
  24122. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24123. /**
  24124. * Returns the LOD level mesh at the passed distance or null if not found.
  24125. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24126. * @param distance The distance from the center of the object to show this level
  24127. * @returns a Mesh or `null`
  24128. */
  24129. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24130. /**
  24131. * Remove a mesh from the LOD array
  24132. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24133. * @param mesh defines the mesh to be removed
  24134. * @return This mesh (for chaining)
  24135. */
  24136. removeLODLevel(mesh: Mesh): Mesh;
  24137. /**
  24138. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24139. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24140. * @param camera defines the camera to use to compute distance
  24141. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24142. * @return This mesh (for chaining)
  24143. */
  24144. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24145. /**
  24146. * Gets the mesh internal Geometry object
  24147. */
  24148. readonly geometry: Nullable<Geometry>;
  24149. /**
  24150. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24151. * @returns the total number of vertices
  24152. */
  24153. getTotalVertices(): number;
  24154. /**
  24155. * Returns the content of an associated vertex buffer
  24156. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24157. * - VertexBuffer.PositionKind
  24158. * - VertexBuffer.UVKind
  24159. * - VertexBuffer.UV2Kind
  24160. * - VertexBuffer.UV3Kind
  24161. * - VertexBuffer.UV4Kind
  24162. * - VertexBuffer.UV5Kind
  24163. * - VertexBuffer.UV6Kind
  24164. * - VertexBuffer.ColorKind
  24165. * - VertexBuffer.MatricesIndicesKind
  24166. * - VertexBuffer.MatricesIndicesExtraKind
  24167. * - VertexBuffer.MatricesWeightsKind
  24168. * - VertexBuffer.MatricesWeightsExtraKind
  24169. * @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
  24170. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24171. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24172. */
  24173. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24174. /**
  24175. * Returns the mesh VertexBuffer object from the requested `kind`
  24176. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24177. * - VertexBuffer.PositionKind
  24178. * - VertexBuffer.NormalKind
  24179. * - VertexBuffer.UVKind
  24180. * - VertexBuffer.UV2Kind
  24181. * - VertexBuffer.UV3Kind
  24182. * - VertexBuffer.UV4Kind
  24183. * - VertexBuffer.UV5Kind
  24184. * - VertexBuffer.UV6Kind
  24185. * - VertexBuffer.ColorKind
  24186. * - VertexBuffer.MatricesIndicesKind
  24187. * - VertexBuffer.MatricesIndicesExtraKind
  24188. * - VertexBuffer.MatricesWeightsKind
  24189. * - VertexBuffer.MatricesWeightsExtraKind
  24190. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24191. */
  24192. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24193. /**
  24194. * Tests if a specific vertex buffer is associated with this mesh
  24195. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24196. * - VertexBuffer.PositionKind
  24197. * - VertexBuffer.NormalKind
  24198. * - VertexBuffer.UVKind
  24199. * - VertexBuffer.UV2Kind
  24200. * - VertexBuffer.UV3Kind
  24201. * - VertexBuffer.UV4Kind
  24202. * - VertexBuffer.UV5Kind
  24203. * - VertexBuffer.UV6Kind
  24204. * - VertexBuffer.ColorKind
  24205. * - VertexBuffer.MatricesIndicesKind
  24206. * - VertexBuffer.MatricesIndicesExtraKind
  24207. * - VertexBuffer.MatricesWeightsKind
  24208. * - VertexBuffer.MatricesWeightsExtraKind
  24209. * @returns a boolean
  24210. */
  24211. isVerticesDataPresent(kind: string): boolean;
  24212. /**
  24213. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24214. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24215. * - VertexBuffer.PositionKind
  24216. * - VertexBuffer.UVKind
  24217. * - VertexBuffer.UV2Kind
  24218. * - VertexBuffer.UV3Kind
  24219. * - VertexBuffer.UV4Kind
  24220. * - VertexBuffer.UV5Kind
  24221. * - VertexBuffer.UV6Kind
  24222. * - VertexBuffer.ColorKind
  24223. * - VertexBuffer.MatricesIndicesKind
  24224. * - VertexBuffer.MatricesIndicesExtraKind
  24225. * - VertexBuffer.MatricesWeightsKind
  24226. * - VertexBuffer.MatricesWeightsExtraKind
  24227. * @returns a boolean
  24228. */
  24229. isVertexBufferUpdatable(kind: string): boolean;
  24230. /**
  24231. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24232. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24233. * - VertexBuffer.PositionKind
  24234. * - VertexBuffer.NormalKind
  24235. * - VertexBuffer.UVKind
  24236. * - VertexBuffer.UV2Kind
  24237. * - VertexBuffer.UV3Kind
  24238. * - VertexBuffer.UV4Kind
  24239. * - VertexBuffer.UV5Kind
  24240. * - VertexBuffer.UV6Kind
  24241. * - VertexBuffer.ColorKind
  24242. * - VertexBuffer.MatricesIndicesKind
  24243. * - VertexBuffer.MatricesIndicesExtraKind
  24244. * - VertexBuffer.MatricesWeightsKind
  24245. * - VertexBuffer.MatricesWeightsExtraKind
  24246. * @returns an array of strings
  24247. */
  24248. getVerticesDataKinds(): string[];
  24249. /**
  24250. * Returns a positive integer : the total number of indices in this mesh geometry.
  24251. * @returns the numner of indices or zero if the mesh has no geometry.
  24252. */
  24253. getTotalIndices(): number;
  24254. /**
  24255. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24256. * @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.
  24257. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24258. * @returns the indices array or an empty array if the mesh has no geometry
  24259. */
  24260. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24261. readonly isBlocked: boolean;
  24262. /**
  24263. * Determine if the current mesh is ready to be rendered
  24264. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24265. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24266. * @returns true if all associated assets are ready (material, textures, shaders)
  24267. */
  24268. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24269. /**
  24270. * 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.
  24271. */
  24272. readonly areNormalsFrozen: boolean;
  24273. /**
  24274. * 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.
  24275. * @returns the current mesh
  24276. */
  24277. freezeNormals(): Mesh;
  24278. /**
  24279. * 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
  24280. * @returns the current mesh
  24281. */
  24282. unfreezeNormals(): Mesh;
  24283. /**
  24284. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24285. */
  24286. overridenInstanceCount: number;
  24287. /** @hidden */
  24288. _preActivate(): Mesh;
  24289. /** @hidden */
  24290. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24291. /** @hidden */
  24292. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24293. /**
  24294. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24295. * This means the mesh underlying bounding box and sphere are recomputed.
  24296. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24297. * @returns the current mesh
  24298. */
  24299. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24300. /** @hidden */
  24301. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24302. /**
  24303. * This function will subdivide the mesh into multiple submeshes
  24304. * @param count defines the expected number of submeshes
  24305. */
  24306. subdivide(count: number): void;
  24307. /**
  24308. * Copy a FloatArray into a specific associated vertex buffer
  24309. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24310. * - VertexBuffer.PositionKind
  24311. * - VertexBuffer.UVKind
  24312. * - VertexBuffer.UV2Kind
  24313. * - VertexBuffer.UV3Kind
  24314. * - VertexBuffer.UV4Kind
  24315. * - VertexBuffer.UV5Kind
  24316. * - VertexBuffer.UV6Kind
  24317. * - VertexBuffer.ColorKind
  24318. * - VertexBuffer.MatricesIndicesKind
  24319. * - VertexBuffer.MatricesIndicesExtraKind
  24320. * - VertexBuffer.MatricesWeightsKind
  24321. * - VertexBuffer.MatricesWeightsExtraKind
  24322. * @param data defines the data source
  24323. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24324. * @param stride defines the data stride size (can be null)
  24325. * @returns the current mesh
  24326. */
  24327. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24328. /**
  24329. * Flags an associated vertex buffer as updatable
  24330. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24331. * - VertexBuffer.PositionKind
  24332. * - VertexBuffer.UVKind
  24333. * - VertexBuffer.UV2Kind
  24334. * - VertexBuffer.UV3Kind
  24335. * - VertexBuffer.UV4Kind
  24336. * - VertexBuffer.UV5Kind
  24337. * - VertexBuffer.UV6Kind
  24338. * - VertexBuffer.ColorKind
  24339. * - VertexBuffer.MatricesIndicesKind
  24340. * - VertexBuffer.MatricesIndicesExtraKind
  24341. * - VertexBuffer.MatricesWeightsKind
  24342. * - VertexBuffer.MatricesWeightsExtraKind
  24343. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24344. */
  24345. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24346. /**
  24347. * Sets the mesh global Vertex Buffer
  24348. * @param buffer defines the buffer to use
  24349. * @returns the current mesh
  24350. */
  24351. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24352. /**
  24353. * Update a specific associated vertex buffer
  24354. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24355. * - VertexBuffer.PositionKind
  24356. * - VertexBuffer.UVKind
  24357. * - VertexBuffer.UV2Kind
  24358. * - VertexBuffer.UV3Kind
  24359. * - VertexBuffer.UV4Kind
  24360. * - VertexBuffer.UV5Kind
  24361. * - VertexBuffer.UV6Kind
  24362. * - VertexBuffer.ColorKind
  24363. * - VertexBuffer.MatricesIndicesKind
  24364. * - VertexBuffer.MatricesIndicesExtraKind
  24365. * - VertexBuffer.MatricesWeightsKind
  24366. * - VertexBuffer.MatricesWeightsExtraKind
  24367. * @param data defines the data source
  24368. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24369. * @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)
  24370. * @returns the current mesh
  24371. */
  24372. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24373. /**
  24374. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24375. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24376. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24377. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24378. * @returns the current mesh
  24379. */
  24380. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24381. /**
  24382. * Creates a un-shared specific occurence of the geometry for the mesh.
  24383. * @returns the current mesh
  24384. */
  24385. makeGeometryUnique(): Mesh;
  24386. /**
  24387. * Set the index buffer of this mesh
  24388. * @param indices defines the source data
  24389. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24390. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24391. * @returns the current mesh
  24392. */
  24393. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24394. /**
  24395. * Update the current index buffer
  24396. * @param indices defines the source data
  24397. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24398. * @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)
  24399. * @returns the current mesh
  24400. */
  24401. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24402. /**
  24403. * Invert the geometry to move from a right handed system to a left handed one.
  24404. * @returns the current mesh
  24405. */
  24406. toLeftHanded(): Mesh;
  24407. /** @hidden */
  24408. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24409. /** @hidden */
  24410. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24411. /**
  24412. * Registers for this mesh a javascript function called just before the rendering process
  24413. * @param func defines the function to call before rendering this mesh
  24414. * @returns the current mesh
  24415. */
  24416. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24417. /**
  24418. * Disposes a previously registered javascript function called before the rendering
  24419. * @param func defines the function to remove
  24420. * @returns the current mesh
  24421. */
  24422. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24423. /**
  24424. * Registers for this mesh a javascript function called just after the rendering is complete
  24425. * @param func defines the function to call after rendering this mesh
  24426. * @returns the current mesh
  24427. */
  24428. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24429. /**
  24430. * Disposes a previously registered javascript function called after the rendering.
  24431. * @param func defines the function to remove
  24432. * @returns the current mesh
  24433. */
  24434. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24435. /** @hidden */
  24436. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24437. /** @hidden */
  24438. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24439. /** @hidden */
  24440. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24441. /** @hidden */
  24442. _rebuild(): void;
  24443. /** @hidden */
  24444. _freeze(): void;
  24445. /** @hidden */
  24446. _unFreeze(): void;
  24447. /**
  24448. * 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
  24449. * @param subMesh defines the subMesh to render
  24450. * @param enableAlphaMode defines if alpha mode can be changed
  24451. * @returns the current mesh
  24452. */
  24453. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24454. private _onBeforeDraw;
  24455. /**
  24456. * Renormalize the mesh and patch it up if there are no weights
  24457. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24458. * However in the case of zero weights then we set just a single influence to 1.
  24459. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24460. */
  24461. cleanMatrixWeights(): void;
  24462. private normalizeSkinFourWeights;
  24463. private normalizeSkinWeightsAndExtra;
  24464. /**
  24465. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24466. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24467. * the user know there was an issue with importing the mesh
  24468. * @returns a validation object with skinned, valid and report string
  24469. */
  24470. validateSkinning(): {
  24471. skinned: boolean;
  24472. valid: boolean;
  24473. report: string;
  24474. };
  24475. /** @hidden */
  24476. _checkDelayState(): Mesh;
  24477. private _queueLoad;
  24478. /**
  24479. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24480. * A mesh is in the frustum if its bounding box intersects the frustum
  24481. * @param frustumPlanes defines the frustum to test
  24482. * @returns true if the mesh is in the frustum planes
  24483. */
  24484. isInFrustum(frustumPlanes: Plane[]): boolean;
  24485. /**
  24486. * Sets the mesh material by the material or multiMaterial `id` property
  24487. * @param id is a string identifying the material or the multiMaterial
  24488. * @returns the current mesh
  24489. */
  24490. setMaterialByID(id: string): Mesh;
  24491. /**
  24492. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24493. * @returns an array of IAnimatable
  24494. */
  24495. getAnimatables(): IAnimatable[];
  24496. /**
  24497. * Modifies the mesh geometry according to the passed transformation matrix.
  24498. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24499. * The mesh normals are modified using the same transformation.
  24500. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24501. * @param transform defines the transform matrix to use
  24502. * @see http://doc.babylonjs.com/resources/baking_transformations
  24503. * @returns the current mesh
  24504. */
  24505. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24506. /**
  24507. * Modifies the mesh geometry according to its own current World Matrix.
  24508. * The mesh World Matrix is then reset.
  24509. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24510. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24511. * @see http://doc.babylonjs.com/resources/baking_transformations
  24512. * @returns the current mesh
  24513. */
  24514. bakeCurrentTransformIntoVertices(): Mesh;
  24515. /** @hidden */
  24516. readonly _positions: Nullable<Vector3[]>;
  24517. /** @hidden */
  24518. _resetPointsArrayCache(): Mesh;
  24519. /** @hidden */
  24520. _generatePointsArray(): boolean;
  24521. /**
  24522. * Returns a new Mesh object generated from the current mesh properties.
  24523. * This method must not get confused with createInstance()
  24524. * @param name is a string, the name given to the new mesh
  24525. * @param newParent can be any Node object (default `null`)
  24526. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24527. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24528. * @returns a new mesh
  24529. */
  24530. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24531. /**
  24532. * Releases resources associated with this mesh.
  24533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24535. */
  24536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24537. /**
  24538. * Modifies the mesh geometry according to a displacement map.
  24539. * 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.
  24540. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24541. * @param url is a string, the URL from the image file is to be downloaded.
  24542. * @param minHeight is the lower limit of the displacement.
  24543. * @param maxHeight is the upper limit of the displacement.
  24544. * @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.
  24545. * @param uvOffset is an optional vector2 used to offset UV.
  24546. * @param uvScale is an optional vector2 used to scale UV.
  24547. * @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.
  24548. * @returns the Mesh.
  24549. */
  24550. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24551. /**
  24552. * Modifies the mesh geometry according to a displacementMap buffer.
  24553. * 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.
  24554. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24555. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24556. * @param heightMapWidth is the width of the buffer image.
  24557. * @param heightMapHeight is the height of the buffer image.
  24558. * @param minHeight is the lower limit of the displacement.
  24559. * @param maxHeight is the upper limit of the displacement.
  24560. * @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.
  24561. * @param uvOffset is an optional vector2 used to offset UV.
  24562. * @param uvScale is an optional vector2 used to scale UV.
  24563. * @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.
  24564. * @returns the Mesh.
  24565. */
  24566. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24567. /**
  24568. * Modify the mesh to get a flat shading rendering.
  24569. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24570. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24571. * @returns current mesh
  24572. */
  24573. convertToFlatShadedMesh(): Mesh;
  24574. /**
  24575. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24576. * In other words, more vertices, no more indices and a single bigger VBO.
  24577. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24578. * @returns current mesh
  24579. */
  24580. convertToUnIndexedMesh(): Mesh;
  24581. /**
  24582. * Inverses facet orientations.
  24583. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24584. * @param flipNormals will also inverts the normals
  24585. * @returns current mesh
  24586. */
  24587. flipFaces(flipNormals?: boolean): Mesh;
  24588. /**
  24589. * Increase the number of facets and hence vertices in a mesh
  24590. * Vertex normals are interpolated from existing vertex normals
  24591. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24592. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24593. */
  24594. increaseVertices(numberPerEdge: number): void;
  24595. /**
  24596. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24597. * This will undo any application of covertToFlatShadedMesh
  24598. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24599. */
  24600. forceSharedVertices(): void;
  24601. /** @hidden */
  24602. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24603. /** @hidden */
  24604. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24605. /**
  24606. * Creates a new InstancedMesh object from the mesh model.
  24607. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24608. * @param name defines the name of the new instance
  24609. * @returns a new InstancedMesh
  24610. */
  24611. createInstance(name: string): InstancedMesh;
  24612. /**
  24613. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24614. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24615. * @returns the current mesh
  24616. */
  24617. synchronizeInstances(): Mesh;
  24618. /**
  24619. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24620. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24621. * This should be used together with the simplification to avoid disappearing triangles.
  24622. * @param successCallback an optional success callback to be called after the optimization finished.
  24623. * @returns the current mesh
  24624. */
  24625. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24626. /**
  24627. * Serialize current mesh
  24628. * @param serializationObject defines the object which will receive the serialization data
  24629. */
  24630. serialize(serializationObject: any): void;
  24631. /** @hidden */
  24632. _syncGeometryWithMorphTargetManager(): void;
  24633. /** @hidden */
  24634. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24635. /**
  24636. * Returns a new Mesh object parsed from the source provided.
  24637. * @param parsedMesh is the source
  24638. * @param scene defines the hosting scene
  24639. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24640. * @returns a new Mesh
  24641. */
  24642. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24643. /**
  24644. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24645. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24646. * @param name defines the name of the mesh to create
  24647. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24648. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24649. * @param closePath creates a seam between the first and the last points of each path of the path array
  24650. * @param offset is taken in account only if the `pathArray` is containing a single path
  24651. * @param scene defines the hosting scene
  24652. * @param updatable defines if the mesh must be flagged as updatable
  24653. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24654. * @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)
  24655. * @returns a new Mesh
  24656. */
  24657. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24658. /**
  24659. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24660. * @param name defines the name of the mesh to create
  24661. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24662. * @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
  24663. * @param scene defines the hosting scene
  24664. * @param updatable defines if the mesh must be flagged as updatable
  24665. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24666. * @returns a new Mesh
  24667. */
  24668. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24669. /**
  24670. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24671. * @param name defines the name of the mesh to create
  24672. * @param size sets the size (float) of each box side (default 1)
  24673. * @param scene defines the hosting scene
  24674. * @param updatable defines if the mesh must be flagged as updatable
  24675. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24676. * @returns a new Mesh
  24677. */
  24678. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24679. /**
  24680. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24681. * @param name defines the name of the mesh to create
  24682. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24683. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24684. * @param scene defines the hosting scene
  24685. * @param updatable defines if the mesh must be flagged as updatable
  24686. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24687. * @returns a new Mesh
  24688. */
  24689. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24690. /**
  24691. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24692. * @param name defines the name of the mesh to create
  24693. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24694. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24695. * @param scene defines the hosting scene
  24696. * @returns a new Mesh
  24697. */
  24698. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24699. /**
  24700. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24701. * @param name defines the name of the mesh to create
  24702. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24703. * @param diameterTop set the top cap diameter (floats, default 1)
  24704. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24705. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24706. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24707. * @param scene defines the hosting scene
  24708. * @param updatable defines if the mesh must be flagged as updatable
  24709. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24710. * @returns a new Mesh
  24711. */
  24712. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24713. /**
  24714. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24715. * @param name defines the name of the mesh to create
  24716. * @param diameter sets the diameter size (float) of the torus (default 1)
  24717. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24718. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @returns a new Mesh
  24723. */
  24724. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24725. /**
  24726. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24727. * @param name defines the name of the mesh to create
  24728. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24729. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24730. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24731. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24732. * @param p the number of windings on X axis (positive integers, default 2)
  24733. * @param q the number of windings on Y axis (positive integers, default 3)
  24734. * @param scene defines the hosting scene
  24735. * @param updatable defines if the mesh must be flagged as updatable
  24736. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24737. * @returns a new Mesh
  24738. */
  24739. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24740. /**
  24741. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24742. * @param name defines the name of the mesh to create
  24743. * @param points is an array successive Vector3
  24744. * @param scene defines the hosting scene
  24745. * @param updatable defines if the mesh must be flagged as updatable
  24746. * @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).
  24747. * @returns a new Mesh
  24748. */
  24749. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24750. /**
  24751. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24752. * @param name defines the name of the mesh to create
  24753. * @param points is an array successive Vector3
  24754. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24755. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24756. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24757. * @param scene defines the hosting scene
  24758. * @param updatable defines if the mesh must be flagged as updatable
  24759. * @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)
  24760. * @returns a new Mesh
  24761. */
  24762. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24763. /**
  24764. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24765. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24766. * 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.
  24767. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24768. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24769. * Remember you can only change the shape positions, not their number when updating a polygon.
  24770. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24771. * @param name defines the name of the mesh to create
  24772. * @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
  24773. * @param scene defines the hosting scene
  24774. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24775. * @param updatable defines if the mesh must be flagged as updatable
  24776. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24777. * @param earcutInjection can be used to inject your own earcut reference
  24778. * @returns a new Mesh
  24779. */
  24780. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24781. /**
  24782. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24783. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24784. * @param name defines the name of the mesh to create
  24785. * @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
  24786. * @param depth defines the height of extrusion
  24787. * @param scene defines the hosting scene
  24788. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24789. * @param updatable defines if the mesh must be flagged as updatable
  24790. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24791. * @param earcutInjection can be used to inject your own earcut reference
  24792. * @returns a new Mesh
  24793. */
  24794. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24795. /**
  24796. * Creates an extruded shape mesh.
  24797. * 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
  24798. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24799. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24800. * @param name defines the name of the mesh to create
  24801. * @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
  24802. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24803. * @param scale is the value to scale the shape
  24804. * @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
  24805. * @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
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @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)
  24810. * @returns a new Mesh
  24811. */
  24812. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24813. /**
  24814. * Creates an custom extruded shape mesh.
  24815. * The custom extrusion is a parametric shape.
  24816. * It has no predefined shape. Its final shape will depend on the input parameters.
  24817. * Please consider using the same method from the MeshBuilder class instead
  24818. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24819. * @param name defines the name of the mesh to create
  24820. * @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
  24821. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24822. * @param scaleFunction is a custom Javascript function called on each path point
  24823. * @param rotationFunction is a custom Javascript function called on each path point
  24824. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24825. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24826. * @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
  24827. * @param scene defines the hosting scene
  24828. * @param updatable defines if the mesh must be flagged as updatable
  24829. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24830. * @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)
  24831. * @returns a new Mesh
  24832. */
  24833. 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;
  24834. /**
  24835. * Creates lathe mesh.
  24836. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24837. * Please consider using the same method from the MeshBuilder class instead
  24838. * @param name defines the name of the mesh to create
  24839. * @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
  24840. * @param radius is the radius value of the lathe
  24841. * @param tessellation is the side number of the lathe.
  24842. * @param scene defines the hosting scene
  24843. * @param updatable defines if the mesh must be flagged as updatable
  24844. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24845. * @returns a new Mesh
  24846. */
  24847. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24848. /**
  24849. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24850. * @param name defines the name of the mesh to create
  24851. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24852. * @param scene defines the hosting scene
  24853. * @param updatable defines if the mesh must be flagged as updatable
  24854. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24855. * @returns a new Mesh
  24856. */
  24857. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24858. /**
  24859. * Creates a ground mesh.
  24860. * Please consider using the same method from the MeshBuilder class instead
  24861. * @param name defines the name of the mesh to create
  24862. * @param width set the width of the ground
  24863. * @param height set the height of the ground
  24864. * @param subdivisions sets the number of subdivisions per side
  24865. * @param scene defines the hosting scene
  24866. * @param updatable defines if the mesh must be flagged as updatable
  24867. * @returns a new Mesh
  24868. */
  24869. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24870. /**
  24871. * Creates a tiled ground mesh.
  24872. * Please consider using the same method from the MeshBuilder class instead
  24873. * @param name defines the name of the mesh to create
  24874. * @param xmin set the ground minimum X coordinate
  24875. * @param zmin set the ground minimum Y coordinate
  24876. * @param xmax set the ground maximum X coordinate
  24877. * @param zmax set the ground maximum Z coordinate
  24878. * @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
  24879. * @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
  24880. * @param scene defines the hosting scene
  24881. * @param updatable defines if the mesh must be flagged as updatable
  24882. * @returns a new Mesh
  24883. */
  24884. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24885. w: number;
  24886. h: number;
  24887. }, precision: {
  24888. w: number;
  24889. h: number;
  24890. }, scene: Scene, updatable?: boolean): Mesh;
  24891. /**
  24892. * Creates a ground mesh from a height map.
  24893. * Please consider using the same method from the MeshBuilder class instead
  24894. * @see http://doc.babylonjs.com/babylon101/height_map
  24895. * @param name defines the name of the mesh to create
  24896. * @param url sets the URL of the height map image resource
  24897. * @param width set the ground width size
  24898. * @param height set the ground height size
  24899. * @param subdivisions sets the number of subdivision per side
  24900. * @param minHeight is the minimum altitude on the ground
  24901. * @param maxHeight is the maximum altitude on the ground
  24902. * @param scene defines the hosting scene
  24903. * @param updatable defines if the mesh must be flagged as updatable
  24904. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24905. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24906. * @returns a new Mesh
  24907. */
  24908. 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;
  24909. /**
  24910. * Creates a tube mesh.
  24911. * The tube is a parametric shape.
  24912. * It has no predefined shape. Its final shape will depend on the input parameters.
  24913. * Please consider using the same method from the MeshBuilder class instead
  24914. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24915. * @param name defines the name of the mesh to create
  24916. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24917. * @param radius sets the tube radius size
  24918. * @param tessellation is the number of sides on the tubular surface
  24919. * @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
  24920. * @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
  24921. * @param scene defines the hosting scene
  24922. * @param updatable defines if the mesh must be flagged as updatable
  24923. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24924. * @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)
  24925. * @returns a new Mesh
  24926. */
  24927. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24928. (i: number, distance: number): number;
  24929. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24930. /**
  24931. * Creates a polyhedron mesh.
  24932. * Please consider using the same method from the MeshBuilder class instead.
  24933. * * 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
  24934. * * The parameter `size` (positive float, default 1) sets the polygon size
  24935. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24936. * * 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`
  24937. * * 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
  24938. * * 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)`)
  24939. * * 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
  24940. * * 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
  24941. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24942. * * 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
  24943. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24944. * @param name defines the name of the mesh to create
  24945. * @param options defines the options used to create the mesh
  24946. * @param scene defines the hosting scene
  24947. * @returns a new Mesh
  24948. */
  24949. static CreatePolyhedron(name: string, options: {
  24950. type?: number;
  24951. size?: number;
  24952. sizeX?: number;
  24953. sizeY?: number;
  24954. sizeZ?: number;
  24955. custom?: any;
  24956. faceUV?: Vector4[];
  24957. faceColors?: Color4[];
  24958. updatable?: boolean;
  24959. sideOrientation?: number;
  24960. }, scene: Scene): Mesh;
  24961. /**
  24962. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24963. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24964. * * 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`)
  24965. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24966. * * 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
  24967. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24968. * * 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
  24969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24970. * @param name defines the name of the mesh
  24971. * @param options defines the options used to create the mesh
  24972. * @param scene defines the hosting scene
  24973. * @returns a new Mesh
  24974. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24975. */
  24976. static CreateIcoSphere(name: string, options: {
  24977. radius?: number;
  24978. flat?: boolean;
  24979. subdivisions?: number;
  24980. sideOrientation?: number;
  24981. updatable?: boolean;
  24982. }, scene: Scene): Mesh;
  24983. /**
  24984. * Creates a decal mesh.
  24985. * Please consider using the same method from the MeshBuilder class instead.
  24986. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24987. * @param name defines the name of the mesh
  24988. * @param sourceMesh defines the mesh receiving the decal
  24989. * @param position sets the position of the decal in world coordinates
  24990. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24991. * @param size sets the decal scaling
  24992. * @param angle sets the angle to rotate the decal
  24993. * @returns a new Mesh
  24994. */
  24995. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24996. /**
  24997. * Prepare internal position array for software CPU skinning
  24998. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24999. */
  25000. setPositionsForCPUSkinning(): Float32Array;
  25001. /**
  25002. * Prepare internal normal array for software CPU skinning
  25003. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25004. */
  25005. setNormalsForCPUSkinning(): Float32Array;
  25006. /**
  25007. * Updates the vertex buffer by applying transformation from the bones
  25008. * @param skeleton defines the skeleton to apply to current mesh
  25009. * @returns the current mesh
  25010. */
  25011. applySkeleton(skeleton: Skeleton): Mesh;
  25012. /**
  25013. * 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
  25014. * @param meshes defines the list of meshes to scan
  25015. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25016. */
  25017. static MinMax(meshes: AbstractMesh[]): {
  25018. min: Vector3;
  25019. max: Vector3;
  25020. };
  25021. /**
  25022. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25023. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25024. * @returns a vector3
  25025. */
  25026. static Center(meshesOrMinMaxVector: {
  25027. min: Vector3;
  25028. max: Vector3;
  25029. } | AbstractMesh[]): Vector3;
  25030. /**
  25031. * Merge the array of meshes into a single mesh for performance reasons.
  25032. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25033. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25034. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25035. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25036. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25037. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25038. * @returns a new mesh
  25039. */
  25040. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25041. /** @hidden */
  25042. addInstance(instance: InstancedMesh): void;
  25043. /** @hidden */
  25044. removeInstance(instance: InstancedMesh): void;
  25045. }
  25046. }
  25047. declare module "babylonjs/Cameras/camera" {
  25048. import { SmartArray } from "babylonjs/Misc/smartArray";
  25049. import { Observable } from "babylonjs/Misc/observable";
  25050. import { Nullable } from "babylonjs/types";
  25051. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25052. import { Scene } from "babylonjs/scene";
  25053. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25054. import { Node } from "babylonjs/node";
  25055. import { Mesh } from "babylonjs/Meshes/mesh";
  25056. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25057. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25058. import { Viewport } from "babylonjs/Maths/math.viewport";
  25059. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25060. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25061. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25062. import { Ray } from "babylonjs/Culling/ray";
  25063. /**
  25064. * This is the base class of all the camera used in the application.
  25065. * @see http://doc.babylonjs.com/features/cameras
  25066. */
  25067. export class Camera extends Node {
  25068. /** @hidden */
  25069. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25070. /**
  25071. * This is the default projection mode used by the cameras.
  25072. * It helps recreating a feeling of perspective and better appreciate depth.
  25073. * This is the best way to simulate real life cameras.
  25074. */
  25075. static readonly PERSPECTIVE_CAMERA: number;
  25076. /**
  25077. * This helps creating camera with an orthographic mode.
  25078. * 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.
  25079. */
  25080. static readonly ORTHOGRAPHIC_CAMERA: number;
  25081. /**
  25082. * This is the default FOV mode for perspective cameras.
  25083. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25084. */
  25085. static readonly FOVMODE_VERTICAL_FIXED: number;
  25086. /**
  25087. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25088. */
  25089. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25090. /**
  25091. * This specifies ther is no need for a camera rig.
  25092. * Basically only one eye is rendered corresponding to the camera.
  25093. */
  25094. static readonly RIG_MODE_NONE: number;
  25095. /**
  25096. * Simulates a camera Rig with one blue eye and one red eye.
  25097. * This can be use with 3d blue and red glasses.
  25098. */
  25099. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25100. /**
  25101. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25102. */
  25103. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25104. /**
  25105. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25106. */
  25107. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25108. /**
  25109. * Defines that both eyes of the camera will be rendered over under each other.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25112. /**
  25113. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25114. */
  25115. static readonly RIG_MODE_VR: number;
  25116. /**
  25117. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25118. */
  25119. static readonly RIG_MODE_WEBVR: number;
  25120. /**
  25121. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25122. */
  25123. static readonly RIG_MODE_CUSTOM: number;
  25124. /**
  25125. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25126. */
  25127. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25128. /**
  25129. * Define the input manager associated with the camera.
  25130. */
  25131. inputs: CameraInputsManager<Camera>;
  25132. /** @hidden */
  25133. _position: Vector3;
  25134. /**
  25135. * Define the current local position of the camera in the scene
  25136. */
  25137. position: Vector3;
  25138. /**
  25139. * The vector the camera should consider as up.
  25140. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25141. */
  25142. upVector: Vector3;
  25143. /**
  25144. * Define the current limit on the left side for an orthographic camera
  25145. * In scene unit
  25146. */
  25147. orthoLeft: Nullable<number>;
  25148. /**
  25149. * Define the current limit on the right side for an orthographic camera
  25150. * In scene unit
  25151. */
  25152. orthoRight: Nullable<number>;
  25153. /**
  25154. * Define the current limit on the bottom side for an orthographic camera
  25155. * In scene unit
  25156. */
  25157. orthoBottom: Nullable<number>;
  25158. /**
  25159. * Define the current limit on the top side for an orthographic camera
  25160. * In scene unit
  25161. */
  25162. orthoTop: Nullable<number>;
  25163. /**
  25164. * Field Of View is set in Radians. (default is 0.8)
  25165. */
  25166. fov: number;
  25167. /**
  25168. * Define the minimum distance the camera can see from.
  25169. * This is important to note that the depth buffer are not infinite and the closer it starts
  25170. * the more your scene might encounter depth fighting issue.
  25171. */
  25172. minZ: number;
  25173. /**
  25174. * Define the maximum distance the camera can see to.
  25175. * This is important to note that the depth buffer are not infinite and the further it end
  25176. * the more your scene might encounter depth fighting issue.
  25177. */
  25178. maxZ: number;
  25179. /**
  25180. * Define the default inertia of the camera.
  25181. * This helps giving a smooth feeling to the camera movement.
  25182. */
  25183. inertia: number;
  25184. /**
  25185. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25186. */
  25187. mode: number;
  25188. /**
  25189. * Define wether the camera is intermediate.
  25190. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25191. */
  25192. isIntermediate: boolean;
  25193. /**
  25194. * Define the viewport of the camera.
  25195. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25196. */
  25197. viewport: Viewport;
  25198. /**
  25199. * Restricts the camera to viewing objects with the same layerMask.
  25200. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25201. */
  25202. layerMask: number;
  25203. /**
  25204. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25205. */
  25206. fovMode: number;
  25207. /**
  25208. * Rig mode of the camera.
  25209. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25210. * This is normally controlled byt the camera themselves as internal use.
  25211. */
  25212. cameraRigMode: number;
  25213. /**
  25214. * Defines the distance between both "eyes" in case of a RIG
  25215. */
  25216. interaxialDistance: number;
  25217. /**
  25218. * Defines if stereoscopic rendering is done side by side or over under.
  25219. */
  25220. isStereoscopicSideBySide: boolean;
  25221. /**
  25222. * 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
  25223. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25224. * else in the scene. (Eg. security camera)
  25225. *
  25226. * 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)
  25227. */
  25228. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25229. /**
  25230. * When set, the camera will render to this render target instead of the default canvas
  25231. *
  25232. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25233. */
  25234. outputRenderTarget: Nullable<RenderTargetTexture>;
  25235. /**
  25236. * Observable triggered when the camera view matrix has changed.
  25237. */
  25238. onViewMatrixChangedObservable: Observable<Camera>;
  25239. /**
  25240. * Observable triggered when the camera Projection matrix has changed.
  25241. */
  25242. onProjectionMatrixChangedObservable: Observable<Camera>;
  25243. /**
  25244. * Observable triggered when the inputs have been processed.
  25245. */
  25246. onAfterCheckInputsObservable: Observable<Camera>;
  25247. /**
  25248. * Observable triggered when reset has been called and applied to the camera.
  25249. */
  25250. onRestoreStateObservable: Observable<Camera>;
  25251. /** @hidden */
  25252. _cameraRigParams: any;
  25253. /** @hidden */
  25254. _rigCameras: Camera[];
  25255. /** @hidden */
  25256. _rigPostProcess: Nullable<PostProcess>;
  25257. protected _webvrViewMatrix: Matrix;
  25258. /** @hidden */
  25259. _skipRendering: boolean;
  25260. /** @hidden */
  25261. _projectionMatrix: Matrix;
  25262. /** @hidden */
  25263. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25264. /** @hidden */
  25265. _activeMeshes: SmartArray<AbstractMesh>;
  25266. protected _globalPosition: Vector3;
  25267. /** @hidden */
  25268. _computedViewMatrix: Matrix;
  25269. private _doNotComputeProjectionMatrix;
  25270. private _transformMatrix;
  25271. private _frustumPlanes;
  25272. private _refreshFrustumPlanes;
  25273. private _storedFov;
  25274. private _stateStored;
  25275. /**
  25276. * Instantiates a new camera object.
  25277. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25278. * @see http://doc.babylonjs.com/features/cameras
  25279. * @param name Defines the name of the camera in the scene
  25280. * @param position Defines the position of the camera
  25281. * @param scene Defines the scene the camera belongs too
  25282. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25283. */
  25284. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25285. /**
  25286. * Store current camera state (fov, position, etc..)
  25287. * @returns the camera
  25288. */
  25289. storeState(): Camera;
  25290. /**
  25291. * Restores the camera state values if it has been stored. You must call storeState() first
  25292. */
  25293. protected _restoreStateValues(): boolean;
  25294. /**
  25295. * Restored camera state. You must call storeState() first.
  25296. * @returns true if restored and false otherwise
  25297. */
  25298. restoreState(): boolean;
  25299. /**
  25300. * Gets the class name of the camera.
  25301. * @returns the class name
  25302. */
  25303. getClassName(): string;
  25304. /** @hidden */
  25305. readonly _isCamera: boolean;
  25306. /**
  25307. * Gets a string representation of the camera useful for debug purpose.
  25308. * @param fullDetails Defines that a more verboe level of logging is required
  25309. * @returns the string representation
  25310. */
  25311. toString(fullDetails?: boolean): string;
  25312. /**
  25313. * Gets the current world space position of the camera.
  25314. */
  25315. readonly globalPosition: Vector3;
  25316. /**
  25317. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25318. * @returns the active meshe list
  25319. */
  25320. getActiveMeshes(): SmartArray<AbstractMesh>;
  25321. /**
  25322. * Check wether a mesh is part of the current active mesh list of the camera
  25323. * @param mesh Defines the mesh to check
  25324. * @returns true if active, false otherwise
  25325. */
  25326. isActiveMesh(mesh: Mesh): boolean;
  25327. /**
  25328. * Is this camera ready to be used/rendered
  25329. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25330. * @return true if the camera is ready
  25331. */
  25332. isReady(completeCheck?: boolean): boolean;
  25333. /** @hidden */
  25334. _initCache(): void;
  25335. /** @hidden */
  25336. _updateCache(ignoreParentClass?: boolean): void;
  25337. /** @hidden */
  25338. _isSynchronized(): boolean;
  25339. /** @hidden */
  25340. _isSynchronizedViewMatrix(): boolean;
  25341. /** @hidden */
  25342. _isSynchronizedProjectionMatrix(): boolean;
  25343. /**
  25344. * Attach the input controls to a specific dom element to get the input from.
  25345. * @param element Defines the element the controls should be listened from
  25346. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25347. */
  25348. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25349. /**
  25350. * Detach the current controls from the specified dom element.
  25351. * @param element Defines the element to stop listening the inputs from
  25352. */
  25353. detachControl(element: HTMLElement): void;
  25354. /**
  25355. * Update the camera state according to the different inputs gathered during the frame.
  25356. */
  25357. update(): void;
  25358. /** @hidden */
  25359. _checkInputs(): void;
  25360. /** @hidden */
  25361. readonly rigCameras: Camera[];
  25362. /**
  25363. * Gets the post process used by the rig cameras
  25364. */
  25365. readonly rigPostProcess: Nullable<PostProcess>;
  25366. /**
  25367. * Internal, gets the first post proces.
  25368. * @returns the first post process to be run on this camera.
  25369. */
  25370. _getFirstPostProcess(): Nullable<PostProcess>;
  25371. private _cascadePostProcessesToRigCams;
  25372. /**
  25373. * Attach a post process to the camera.
  25374. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25375. * @param postProcess The post process to attach to the camera
  25376. * @param insertAt The position of the post process in case several of them are in use in the scene
  25377. * @returns the position the post process has been inserted at
  25378. */
  25379. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25380. /**
  25381. * Detach a post process to the camera.
  25382. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25383. * @param postProcess The post process to detach from the camera
  25384. */
  25385. detachPostProcess(postProcess: PostProcess): void;
  25386. /**
  25387. * Gets the current world matrix of the camera
  25388. */
  25389. getWorldMatrix(): Matrix;
  25390. /** @hidden */
  25391. _getViewMatrix(): Matrix;
  25392. /**
  25393. * Gets the current view matrix of the camera.
  25394. * @param force forces the camera to recompute the matrix without looking at the cached state
  25395. * @returns the view matrix
  25396. */
  25397. getViewMatrix(force?: boolean): Matrix;
  25398. /**
  25399. * Freeze the projection matrix.
  25400. * It will prevent the cache check of the camera projection compute and can speed up perf
  25401. * if no parameter of the camera are meant to change
  25402. * @param projection Defines manually a projection if necessary
  25403. */
  25404. freezeProjectionMatrix(projection?: Matrix): void;
  25405. /**
  25406. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25407. */
  25408. unfreezeProjectionMatrix(): void;
  25409. /**
  25410. * Gets the current projection matrix of the camera.
  25411. * @param force forces the camera to recompute the matrix without looking at the cached state
  25412. * @returns the projection matrix
  25413. */
  25414. getProjectionMatrix(force?: boolean): Matrix;
  25415. /**
  25416. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25417. * @returns a Matrix
  25418. */
  25419. getTransformationMatrix(): Matrix;
  25420. private _updateFrustumPlanes;
  25421. /**
  25422. * Checks if a cullable object (mesh...) is in the camera frustum
  25423. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25424. * @param target The object to check
  25425. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25426. * @returns true if the object is in frustum otherwise false
  25427. */
  25428. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25429. /**
  25430. * Checks if a cullable object (mesh...) is in the camera frustum
  25431. * Unlike isInFrustum this cheks the full bounding box
  25432. * @param target The object to check
  25433. * @returns true if the object is in frustum otherwise false
  25434. */
  25435. isCompletelyInFrustum(target: ICullable): boolean;
  25436. /**
  25437. * Gets a ray in the forward direction from the camera.
  25438. * @param length Defines the length of the ray to create
  25439. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25440. * @param origin Defines the start point of the ray which defaults to the camera position
  25441. * @returns the forward ray
  25442. */
  25443. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25444. /**
  25445. * Releases resources associated with this node.
  25446. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25447. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25448. */
  25449. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25450. /** @hidden */
  25451. _isLeftCamera: boolean;
  25452. /**
  25453. * Gets the left camera of a rig setup in case of Rigged Camera
  25454. */
  25455. readonly isLeftCamera: boolean;
  25456. /** @hidden */
  25457. _isRightCamera: boolean;
  25458. /**
  25459. * Gets the right camera of a rig setup in case of Rigged Camera
  25460. */
  25461. readonly isRightCamera: boolean;
  25462. /**
  25463. * Gets the left camera of a rig setup in case of Rigged Camera
  25464. */
  25465. readonly leftCamera: Nullable<FreeCamera>;
  25466. /**
  25467. * Gets the right camera of a rig setup in case of Rigged Camera
  25468. */
  25469. readonly rightCamera: Nullable<FreeCamera>;
  25470. /**
  25471. * Gets the left camera target of a rig setup in case of Rigged Camera
  25472. * @returns the target position
  25473. */
  25474. getLeftTarget(): Nullable<Vector3>;
  25475. /**
  25476. * Gets the right camera target of a rig setup in case of Rigged Camera
  25477. * @returns the target position
  25478. */
  25479. getRightTarget(): Nullable<Vector3>;
  25480. /**
  25481. * @hidden
  25482. */
  25483. setCameraRigMode(mode: number, rigParams: any): void;
  25484. /** @hidden */
  25485. static _setStereoscopicRigMode(camera: Camera): void;
  25486. /** @hidden */
  25487. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25488. /** @hidden */
  25489. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25490. /** @hidden */
  25491. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25492. /** @hidden */
  25493. _getVRProjectionMatrix(): Matrix;
  25494. protected _updateCameraRotationMatrix(): void;
  25495. protected _updateWebVRCameraRotationMatrix(): void;
  25496. /**
  25497. * This function MUST be overwritten by the different WebVR cameras available.
  25498. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25499. * @hidden
  25500. */
  25501. _getWebVRProjectionMatrix(): Matrix;
  25502. /**
  25503. * This function MUST be overwritten by the different WebVR cameras available.
  25504. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25505. * @hidden
  25506. */
  25507. _getWebVRViewMatrix(): Matrix;
  25508. /** @hidden */
  25509. setCameraRigParameter(name: string, value: any): void;
  25510. /**
  25511. * needs to be overridden by children so sub has required properties to be copied
  25512. * @hidden
  25513. */
  25514. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25515. /**
  25516. * May need to be overridden by children
  25517. * @hidden
  25518. */
  25519. _updateRigCameras(): void;
  25520. /** @hidden */
  25521. _setupInputs(): void;
  25522. /**
  25523. * Serialiaze the camera setup to a json represention
  25524. * @returns the JSON representation
  25525. */
  25526. serialize(): any;
  25527. /**
  25528. * Clones the current camera.
  25529. * @param name The cloned camera name
  25530. * @returns the cloned camera
  25531. */
  25532. clone(name: string): Camera;
  25533. /**
  25534. * Gets the direction of the camera relative to a given local axis.
  25535. * @param localAxis Defines the reference axis to provide a relative direction.
  25536. * @return the direction
  25537. */
  25538. getDirection(localAxis: Vector3): Vector3;
  25539. /**
  25540. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25541. * @param localAxis Defines the reference axis to provide a relative direction.
  25542. * @param result Defines the vector to store the result in
  25543. */
  25544. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25545. /**
  25546. * Gets a camera constructor for a given camera type
  25547. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25548. * @param name The name of the camera the result will be able to instantiate
  25549. * @param scene The scene the result will construct the camera in
  25550. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25551. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25552. * @returns a factory method to construc the camera
  25553. */
  25554. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25555. /**
  25556. * Compute the world matrix of the camera.
  25557. * @returns the camera workd matrix
  25558. */
  25559. computeWorldMatrix(): Matrix;
  25560. /**
  25561. * Parse a JSON and creates the camera from the parsed information
  25562. * @param parsedCamera The JSON to parse
  25563. * @param scene The scene to instantiate the camera in
  25564. * @returns the newly constructed camera
  25565. */
  25566. static Parse(parsedCamera: any, scene: Scene): Camera;
  25567. }
  25568. }
  25569. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25570. import { Nullable } from "babylonjs/types";
  25571. import { Scene } from "babylonjs/scene";
  25572. import { Vector4 } from "babylonjs/Maths/math.vector";
  25573. import { Mesh } from "babylonjs/Meshes/mesh";
  25574. /**
  25575. * Class containing static functions to help procedurally build meshes
  25576. */
  25577. export class DiscBuilder {
  25578. /**
  25579. * Creates a plane polygonal mesh. By default, this is a disc
  25580. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25581. * * 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
  25582. * * 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
  25583. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25584. * * 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
  25585. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25586. * @param name defines the name of the mesh
  25587. * @param options defines the options used to create the mesh
  25588. * @param scene defines the hosting scene
  25589. * @returns the plane polygonal mesh
  25590. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25591. */
  25592. static CreateDisc(name: string, options: {
  25593. radius?: number;
  25594. tessellation?: number;
  25595. arc?: number;
  25596. updatable?: boolean;
  25597. sideOrientation?: number;
  25598. frontUVs?: Vector4;
  25599. backUVs?: Vector4;
  25600. }, scene?: Nullable<Scene>): Mesh;
  25601. }
  25602. }
  25603. declare module "babylonjs/Particles/solidParticleSystem" {
  25604. import { Vector3 } from "babylonjs/Maths/math.vector";
  25605. import { Mesh } from "babylonjs/Meshes/mesh";
  25606. import { Scene, IDisposable } from "babylonjs/scene";
  25607. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25608. /**
  25609. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25610. *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.
  25611. * The SPS is also a particle system. It provides some methods to manage the particles.
  25612. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25613. *
  25614. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25615. */
  25616. export class SolidParticleSystem implements IDisposable {
  25617. /**
  25618. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25619. * Example : var p = SPS.particles[i];
  25620. */
  25621. particles: SolidParticle[];
  25622. /**
  25623. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25624. */
  25625. nbParticles: number;
  25626. /**
  25627. * If the particles must ever face the camera (default false). Useful for planar particles.
  25628. */
  25629. billboard: boolean;
  25630. /**
  25631. * Recompute normals when adding a shape
  25632. */
  25633. recomputeNormals: boolean;
  25634. /**
  25635. * This a counter ofr your own usage. It's not set by any SPS functions.
  25636. */
  25637. counter: number;
  25638. /**
  25639. * The SPS name. This name is also given to the underlying mesh.
  25640. */
  25641. name: string;
  25642. /**
  25643. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25644. */
  25645. mesh: Mesh;
  25646. /**
  25647. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25648. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25649. */
  25650. vars: any;
  25651. /**
  25652. * This array is populated when the SPS is set as 'pickable'.
  25653. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25654. * Each element of this array is an object `{idx: int, faceId: int}`.
  25655. * `idx` is the picked particle index in the `SPS.particles` array
  25656. * `faceId` is the picked face index counted within this particle.
  25657. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25658. */
  25659. pickedParticles: {
  25660. idx: number;
  25661. faceId: number;
  25662. }[];
  25663. /**
  25664. * This array is populated when `enableDepthSort` is set to true.
  25665. * Each element of this array is an instance of the class DepthSortedParticle.
  25666. */
  25667. depthSortedParticles: DepthSortedParticle[];
  25668. /**
  25669. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25670. * @hidden
  25671. */
  25672. _bSphereOnly: boolean;
  25673. /**
  25674. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25675. * @hidden
  25676. */
  25677. _bSphereRadiusFactor: number;
  25678. private _scene;
  25679. private _positions;
  25680. private _indices;
  25681. private _normals;
  25682. private _colors;
  25683. private _uvs;
  25684. private _indices32;
  25685. private _positions32;
  25686. private _normals32;
  25687. private _fixedNormal32;
  25688. private _colors32;
  25689. private _uvs32;
  25690. private _index;
  25691. private _updatable;
  25692. private _pickable;
  25693. private _isVisibilityBoxLocked;
  25694. private _alwaysVisible;
  25695. private _depthSort;
  25696. private _shapeCounter;
  25697. private _copy;
  25698. private _color;
  25699. private _computeParticleColor;
  25700. private _computeParticleTexture;
  25701. private _computeParticleRotation;
  25702. private _computeParticleVertex;
  25703. private _computeBoundingBox;
  25704. private _depthSortParticles;
  25705. private _camera;
  25706. private _mustUnrotateFixedNormals;
  25707. private _particlesIntersect;
  25708. private _needs32Bits;
  25709. /**
  25710. * Creates a SPS (Solid Particle System) object.
  25711. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25712. * @param scene (Scene) is the scene in which the SPS is added.
  25713. * @param options defines the options of the sps e.g.
  25714. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25715. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25716. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25717. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25718. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25719. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25720. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25721. */
  25722. constructor(name: string, scene: Scene, options?: {
  25723. updatable?: boolean;
  25724. isPickable?: boolean;
  25725. enableDepthSort?: boolean;
  25726. particleIntersection?: boolean;
  25727. boundingSphereOnly?: boolean;
  25728. bSphereRadiusFactor?: number;
  25729. });
  25730. /**
  25731. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25732. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25733. * @returns the created mesh
  25734. */
  25735. buildMesh(): Mesh;
  25736. /**
  25737. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25738. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25739. * Thus the particles generated from `digest()` have their property `position` set yet.
  25740. * @param mesh ( Mesh ) is the mesh to be digested
  25741. * @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
  25742. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25743. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25744. * @returns the current SPS
  25745. */
  25746. digest(mesh: Mesh, options?: {
  25747. facetNb?: number;
  25748. number?: number;
  25749. delta?: number;
  25750. }): SolidParticleSystem;
  25751. private _unrotateFixedNormals;
  25752. private _resetCopy;
  25753. private _meshBuilder;
  25754. private _posToShape;
  25755. private _uvsToShapeUV;
  25756. private _addParticle;
  25757. /**
  25758. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25759. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25760. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25761. * @param nb (positive integer) the number of particles to be created from this model
  25762. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25763. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25764. * @returns the number of shapes in the system
  25765. */
  25766. addShape(mesh: Mesh, nb: number, options?: {
  25767. positionFunction?: any;
  25768. vertexFunction?: any;
  25769. }): number;
  25770. private _rebuildParticle;
  25771. /**
  25772. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25773. * @returns the SPS.
  25774. */
  25775. rebuildMesh(): SolidParticleSystem;
  25776. /**
  25777. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25778. * This method calls `updateParticle()` for each particle of the SPS.
  25779. * For an animated SPS, it is usually called within the render loop.
  25780. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25781. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25782. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25783. * @returns the SPS.
  25784. */
  25785. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25786. /**
  25787. * Disposes the SPS.
  25788. */
  25789. dispose(): void;
  25790. /**
  25791. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25792. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25793. * @returns the SPS.
  25794. */
  25795. refreshVisibleSize(): SolidParticleSystem;
  25796. /**
  25797. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25798. * @param size the size (float) of the visibility box
  25799. * note : this doesn't lock the SPS mesh bounding box.
  25800. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25801. */
  25802. setVisibilityBox(size: number): void;
  25803. /**
  25804. * Gets whether the SPS as always visible or not
  25805. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25806. */
  25807. /**
  25808. * Sets the SPS as always visible or not
  25809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25810. */
  25811. isAlwaysVisible: boolean;
  25812. /**
  25813. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25814. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25815. */
  25816. /**
  25817. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25818. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25819. */
  25820. isVisibilityBoxLocked: boolean;
  25821. /**
  25822. * Tells to `setParticles()` to compute the particle rotations or not.
  25823. * Default value : true. The SPS is faster when it's set to false.
  25824. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25825. */
  25826. /**
  25827. * Gets if `setParticles()` computes the particle rotations or not.
  25828. * Default value : true. The SPS is faster when it's set to false.
  25829. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25830. */
  25831. computeParticleRotation: boolean;
  25832. /**
  25833. * Tells to `setParticles()` to compute the particle colors or not.
  25834. * Default value : true. The SPS is faster when it's set to false.
  25835. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25836. */
  25837. /**
  25838. * Gets if `setParticles()` computes the particle colors or not.
  25839. * Default value : true. The SPS is faster when it's set to false.
  25840. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25841. */
  25842. computeParticleColor: boolean;
  25843. /**
  25844. * Gets if `setParticles()` computes the particle textures or not.
  25845. * Default value : true. The SPS is faster when it's set to false.
  25846. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25847. */
  25848. computeParticleTexture: boolean;
  25849. /**
  25850. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25851. * Default value : false. The SPS is faster when it's set to false.
  25852. * Note : the particle custom vertex positions aren't stored values.
  25853. */
  25854. /**
  25855. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25856. * Default value : false. The SPS is faster when it's set to false.
  25857. * Note : the particle custom vertex positions aren't stored values.
  25858. */
  25859. computeParticleVertex: boolean;
  25860. /**
  25861. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25862. */
  25863. /**
  25864. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25865. */
  25866. computeBoundingBox: boolean;
  25867. /**
  25868. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25869. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25870. * Default : `true`
  25871. */
  25872. /**
  25873. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25874. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25875. * Default : `true`
  25876. */
  25877. depthSortParticles: boolean;
  25878. /**
  25879. * This function does nothing. It may be overwritten to set all the particle first values.
  25880. * The SPS doesn't call this function, you may have to call it by your own.
  25881. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25882. */
  25883. initParticles(): void;
  25884. /**
  25885. * This function does nothing. It may be overwritten to recycle a particle.
  25886. * The SPS doesn't call this function, you may have to call it by your own.
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25888. * @param particle The particle to recycle
  25889. * @returns the recycled particle
  25890. */
  25891. recycleParticle(particle: SolidParticle): SolidParticle;
  25892. /**
  25893. * Updates a particle : this function should be overwritten by the user.
  25894. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25895. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25896. * @example : just set a particle position or velocity and recycle conditions
  25897. * @param particle The particle to update
  25898. * @returns the updated particle
  25899. */
  25900. updateParticle(particle: SolidParticle): SolidParticle;
  25901. /**
  25902. * Updates a vertex of a particle : it can be overwritten by the user.
  25903. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25904. * @param particle the current particle
  25905. * @param vertex the current index of the current particle
  25906. * @param pt the index of the current vertex in the particle shape
  25907. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25908. * @example : just set a vertex particle position
  25909. * @returns the updated vertex
  25910. */
  25911. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25912. /**
  25913. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25914. * This does nothing and may be overwritten by the user.
  25915. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25916. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25917. * @param update the boolean update value actually passed to setParticles()
  25918. */
  25919. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25920. /**
  25921. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25922. * This will be passed three parameters.
  25923. * This does nothing and may be overwritten by the user.
  25924. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25925. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25926. * @param update the boolean update value actually passed to setParticles()
  25927. */
  25928. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25929. }
  25930. }
  25931. declare module "babylonjs/Particles/solidParticle" {
  25932. import { Nullable } from "babylonjs/types";
  25933. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25934. import { Color4 } from "babylonjs/Maths/math.color";
  25935. import { Mesh } from "babylonjs/Meshes/mesh";
  25936. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25937. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25938. import { Plane } from "babylonjs/Maths/math.plane";
  25939. /**
  25940. * Represents one particle of a solid particle system.
  25941. */
  25942. export class SolidParticle {
  25943. /**
  25944. * particle global index
  25945. */
  25946. idx: number;
  25947. /**
  25948. * The color of the particle
  25949. */
  25950. color: Nullable<Color4>;
  25951. /**
  25952. * The world space position of the particle.
  25953. */
  25954. position: Vector3;
  25955. /**
  25956. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25957. */
  25958. rotation: Vector3;
  25959. /**
  25960. * The world space rotation quaternion of the particle.
  25961. */
  25962. rotationQuaternion: Nullable<Quaternion>;
  25963. /**
  25964. * The scaling of the particle.
  25965. */
  25966. scaling: Vector3;
  25967. /**
  25968. * The uvs of the particle.
  25969. */
  25970. uvs: Vector4;
  25971. /**
  25972. * The current speed of the particle.
  25973. */
  25974. velocity: Vector3;
  25975. /**
  25976. * The pivot point in the particle local space.
  25977. */
  25978. pivot: Vector3;
  25979. /**
  25980. * Must the particle be translated from its pivot point in its local space ?
  25981. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25982. * Default : false
  25983. */
  25984. translateFromPivot: boolean;
  25985. /**
  25986. * Is the particle active or not ?
  25987. */
  25988. alive: boolean;
  25989. /**
  25990. * Is the particle visible or not ?
  25991. */
  25992. isVisible: boolean;
  25993. /**
  25994. * Index of this particle in the global "positions" array (Internal use)
  25995. * @hidden
  25996. */
  25997. _pos: number;
  25998. /**
  25999. * @hidden Index of this particle in the global "indices" array (Internal use)
  26000. */
  26001. _ind: number;
  26002. /**
  26003. * @hidden ModelShape of this particle (Internal use)
  26004. */
  26005. _model: ModelShape;
  26006. /**
  26007. * ModelShape id of this particle
  26008. */
  26009. shapeId: number;
  26010. /**
  26011. * Index of the particle in its shape id (Internal use)
  26012. */
  26013. idxInShape: number;
  26014. /**
  26015. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26016. */
  26017. _modelBoundingInfo: BoundingInfo;
  26018. /**
  26019. * @hidden Particle BoundingInfo object (Internal use)
  26020. */
  26021. _boundingInfo: BoundingInfo;
  26022. /**
  26023. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26024. */
  26025. _sps: SolidParticleSystem;
  26026. /**
  26027. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26028. */
  26029. _stillInvisible: boolean;
  26030. /**
  26031. * @hidden Last computed particle rotation matrix
  26032. */
  26033. _rotationMatrix: number[];
  26034. /**
  26035. * Parent particle Id, if any.
  26036. * Default null.
  26037. */
  26038. parentId: Nullable<number>;
  26039. /**
  26040. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26041. * The possible values are :
  26042. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26043. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26044. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26045. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26046. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26047. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26048. * */
  26049. cullingStrategy: number;
  26050. /**
  26051. * @hidden Internal global position in the SPS.
  26052. */
  26053. _globalPosition: Vector3;
  26054. /**
  26055. * Creates a Solid Particle object.
  26056. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26057. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26058. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26059. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26060. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26061. * @param shapeId (integer) is the model shape identifier in the SPS.
  26062. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26063. * @param sps defines the sps it is associated to
  26064. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26065. */
  26066. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26067. /**
  26068. * Legacy support, changed scale to scaling
  26069. */
  26070. /**
  26071. * Legacy support, changed scale to scaling
  26072. */
  26073. scale: Vector3;
  26074. /**
  26075. * Legacy support, changed quaternion to rotationQuaternion
  26076. */
  26077. /**
  26078. * Legacy support, changed quaternion to rotationQuaternion
  26079. */
  26080. quaternion: Nullable<Quaternion>;
  26081. /**
  26082. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26083. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26084. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26085. * @returns true if it intersects
  26086. */
  26087. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26088. /**
  26089. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26090. * A particle is in the frustum if its bounding box intersects the frustum
  26091. * @param frustumPlanes defines the frustum to test
  26092. * @returns true if the particle is in the frustum planes
  26093. */
  26094. isInFrustum(frustumPlanes: Plane[]): boolean;
  26095. /**
  26096. * get the rotation matrix of the particle
  26097. * @hidden
  26098. */
  26099. getRotationMatrix(m: Matrix): void;
  26100. }
  26101. /**
  26102. * Represents the shape of the model used by one particle of a solid particle system.
  26103. * SPS internal tool, don't use it manually.
  26104. */
  26105. export class ModelShape {
  26106. /**
  26107. * The shape id
  26108. * @hidden
  26109. */
  26110. shapeID: number;
  26111. /**
  26112. * flat array of model positions (internal use)
  26113. * @hidden
  26114. */
  26115. _shape: Vector3[];
  26116. /**
  26117. * flat array of model UVs (internal use)
  26118. * @hidden
  26119. */
  26120. _shapeUV: number[];
  26121. /**
  26122. * length of the shape in the model indices array (internal use)
  26123. * @hidden
  26124. */
  26125. _indicesLength: number;
  26126. /**
  26127. * Custom position function (internal use)
  26128. * @hidden
  26129. */
  26130. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26131. /**
  26132. * Custom vertex function (internal use)
  26133. * @hidden
  26134. */
  26135. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26136. /**
  26137. * 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.
  26138. * SPS internal tool, don't use it manually.
  26139. * @hidden
  26140. */
  26141. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26142. }
  26143. /**
  26144. * Represents a Depth Sorted Particle in the solid particle system.
  26145. */
  26146. export class DepthSortedParticle {
  26147. /**
  26148. * Index of the particle in the "indices" array
  26149. */
  26150. ind: number;
  26151. /**
  26152. * Length of the particle shape in the "indices" array
  26153. */
  26154. indicesLength: number;
  26155. /**
  26156. * Squared distance from the particle to the camera
  26157. */
  26158. sqDistance: number;
  26159. }
  26160. }
  26161. declare module "babylonjs/Collisions/meshCollisionData" {
  26162. import { Collider } from "babylonjs/Collisions/collider";
  26163. import { Vector3 } from "babylonjs/Maths/math.vector";
  26164. import { Nullable } from "babylonjs/types";
  26165. import { Observer } from "babylonjs/Misc/observable";
  26166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26167. /**
  26168. * @hidden
  26169. */
  26170. export class _MeshCollisionData {
  26171. _checkCollisions: boolean;
  26172. _collisionMask: number;
  26173. _collisionGroup: number;
  26174. _collider: Nullable<Collider>;
  26175. _oldPositionForCollisions: Vector3;
  26176. _diffPositionForCollisions: Vector3;
  26177. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26178. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26179. }
  26180. }
  26181. declare module "babylonjs/Meshes/abstractMesh" {
  26182. import { Observable } from "babylonjs/Misc/observable";
  26183. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26184. import { Camera } from "babylonjs/Cameras/camera";
  26185. import { Scene, IDisposable } from "babylonjs/scene";
  26186. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26187. import { Node } from "babylonjs/node";
  26188. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26189. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26190. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26191. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26192. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26193. import { Material } from "babylonjs/Materials/material";
  26194. import { Light } from "babylonjs/Lights/light";
  26195. import { Skeleton } from "babylonjs/Bones/skeleton";
  26196. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26197. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26198. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26199. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26200. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26201. import { Plane } from "babylonjs/Maths/math.plane";
  26202. import { Ray } from "babylonjs/Culling/ray";
  26203. import { Collider } from "babylonjs/Collisions/collider";
  26204. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26205. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26206. /** @hidden */
  26207. class _FacetDataStorage {
  26208. facetPositions: Vector3[];
  26209. facetNormals: Vector3[];
  26210. facetPartitioning: number[][];
  26211. facetNb: number;
  26212. partitioningSubdivisions: number;
  26213. partitioningBBoxRatio: number;
  26214. facetDataEnabled: boolean;
  26215. facetParameters: any;
  26216. bbSize: Vector3;
  26217. subDiv: {
  26218. max: number;
  26219. X: number;
  26220. Y: number;
  26221. Z: number;
  26222. };
  26223. facetDepthSort: boolean;
  26224. facetDepthSortEnabled: boolean;
  26225. depthSortedIndices: IndicesArray;
  26226. depthSortedFacets: {
  26227. ind: number;
  26228. sqDistance: number;
  26229. }[];
  26230. facetDepthSortFunction: (f1: {
  26231. ind: number;
  26232. sqDistance: number;
  26233. }, f2: {
  26234. ind: number;
  26235. sqDistance: number;
  26236. }) => number;
  26237. facetDepthSortFrom: Vector3;
  26238. facetDepthSortOrigin: Vector3;
  26239. invertedMatrix: Matrix;
  26240. }
  26241. /**
  26242. * @hidden
  26243. **/
  26244. class _InternalAbstractMeshDataInfo {
  26245. _hasVertexAlpha: boolean;
  26246. _useVertexColors: boolean;
  26247. _numBoneInfluencers: number;
  26248. _applyFog: boolean;
  26249. _receiveShadows: boolean;
  26250. _facetData: _FacetDataStorage;
  26251. _visibility: number;
  26252. _skeleton: Nullable<Skeleton>;
  26253. _layerMask: number;
  26254. _computeBonesUsingShaders: boolean;
  26255. _isActive: boolean;
  26256. _onlyForInstances: boolean;
  26257. _isActiveIntermediate: boolean;
  26258. _onlyForInstancesIntermediate: boolean;
  26259. }
  26260. /**
  26261. * Class used to store all common mesh properties
  26262. */
  26263. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26264. /** No occlusion */
  26265. static OCCLUSION_TYPE_NONE: number;
  26266. /** Occlusion set to optimisitic */
  26267. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26268. /** Occlusion set to strict */
  26269. static OCCLUSION_TYPE_STRICT: number;
  26270. /** Use an accurante occlusion algorithm */
  26271. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26272. /** Use a conservative occlusion algorithm */
  26273. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26274. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26275. * Test order :
  26276. * Is the bounding sphere outside the frustum ?
  26277. * If not, are the bounding box vertices outside the frustum ?
  26278. * It not, then the cullable object is in the frustum.
  26279. */
  26280. static readonly CULLINGSTRATEGY_STANDARD: number;
  26281. /** Culling strategy : Bounding Sphere Only.
  26282. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26283. * It's also less accurate than the standard because some not visible objects can still be selected.
  26284. * Test : is the bounding sphere outside the frustum ?
  26285. * If not, then the cullable object is in the frustum.
  26286. */
  26287. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26288. /** Culling strategy : Optimistic Inclusion.
  26289. * This in an inclusion test first, then the standard exclusion test.
  26290. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26291. * 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.
  26292. * Anyway, it's as accurate as the standard strategy.
  26293. * Test :
  26294. * Is the cullable object bounding sphere center in the frustum ?
  26295. * If not, apply the default culling strategy.
  26296. */
  26297. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26298. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26299. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26300. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26301. * 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.
  26302. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26303. * Test :
  26304. * Is the cullable object bounding sphere center in the frustum ?
  26305. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26306. */
  26307. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26308. /**
  26309. * No billboard
  26310. */
  26311. static readonly BILLBOARDMODE_NONE: number;
  26312. /** Billboard on X axis */
  26313. static readonly BILLBOARDMODE_X: number;
  26314. /** Billboard on Y axis */
  26315. static readonly BILLBOARDMODE_Y: number;
  26316. /** Billboard on Z axis */
  26317. static readonly BILLBOARDMODE_Z: number;
  26318. /** Billboard on all axes */
  26319. static readonly BILLBOARDMODE_ALL: number;
  26320. /** @hidden */
  26321. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26322. /**
  26323. * The culling strategy to use to check whether the mesh must be rendered or not.
  26324. * This value can be changed at any time and will be used on the next render mesh selection.
  26325. * The possible values are :
  26326. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26327. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26328. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26329. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26330. * Please read each static variable documentation to get details about the culling process.
  26331. * */
  26332. cullingStrategy: number;
  26333. /**
  26334. * Gets the number of facets in the mesh
  26335. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26336. */
  26337. readonly facetNb: number;
  26338. /**
  26339. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26340. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26341. */
  26342. partitioningSubdivisions: number;
  26343. /**
  26344. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26345. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26347. */
  26348. partitioningBBoxRatio: number;
  26349. /**
  26350. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26351. * Works only for updatable meshes.
  26352. * Doesn't work with multi-materials
  26353. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26354. */
  26355. mustDepthSortFacets: boolean;
  26356. /**
  26357. * The location (Vector3) where the facet depth sort must be computed from.
  26358. * By default, the active camera position.
  26359. * Used only when facet depth sort is enabled
  26360. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26361. */
  26362. facetDepthSortFrom: Vector3;
  26363. /**
  26364. * gets a boolean indicating if facetData is enabled
  26365. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26366. */
  26367. readonly isFacetDataEnabled: boolean;
  26368. /** @hidden */
  26369. _updateNonUniformScalingState(value: boolean): boolean;
  26370. /**
  26371. * An event triggered when this mesh collides with another one
  26372. */
  26373. onCollideObservable: Observable<AbstractMesh>;
  26374. /** Set a function to call when this mesh collides with another one */
  26375. onCollide: () => void;
  26376. /**
  26377. * An event triggered when the collision's position changes
  26378. */
  26379. onCollisionPositionChangeObservable: Observable<Vector3>;
  26380. /** Set a function to call when the collision's position changes */
  26381. onCollisionPositionChange: () => void;
  26382. /**
  26383. * An event triggered when material is changed
  26384. */
  26385. onMaterialChangedObservable: Observable<AbstractMesh>;
  26386. /**
  26387. * Gets or sets the orientation for POV movement & rotation
  26388. */
  26389. definedFacingForward: boolean;
  26390. /** @hidden */
  26391. _occlusionQuery: Nullable<WebGLQuery>;
  26392. /** @hidden */
  26393. _renderingGroup: Nullable<RenderingGroup>;
  26394. /**
  26395. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26396. */
  26397. /**
  26398. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26399. */
  26400. visibility: number;
  26401. /** Gets or sets the alpha index used to sort transparent meshes
  26402. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26403. */
  26404. alphaIndex: number;
  26405. /**
  26406. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26407. */
  26408. isVisible: boolean;
  26409. /**
  26410. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26411. */
  26412. isPickable: boolean;
  26413. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26414. showSubMeshesBoundingBox: boolean;
  26415. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26416. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26417. */
  26418. isBlocker: boolean;
  26419. /**
  26420. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26421. */
  26422. enablePointerMoveEvents: boolean;
  26423. /**
  26424. * Specifies the rendering group id for this mesh (0 by default)
  26425. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26426. */
  26427. renderingGroupId: number;
  26428. private _material;
  26429. /** Gets or sets current material */
  26430. material: Nullable<Material>;
  26431. /**
  26432. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26433. * @see http://doc.babylonjs.com/babylon101/shadows
  26434. */
  26435. receiveShadows: boolean;
  26436. /** Defines color to use when rendering outline */
  26437. outlineColor: Color3;
  26438. /** Define width to use when rendering outline */
  26439. outlineWidth: number;
  26440. /** Defines color to use when rendering overlay */
  26441. overlayColor: Color3;
  26442. /** Defines alpha to use when rendering overlay */
  26443. overlayAlpha: number;
  26444. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26445. hasVertexAlpha: boolean;
  26446. /** 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) */
  26447. useVertexColors: boolean;
  26448. /**
  26449. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26450. */
  26451. computeBonesUsingShaders: boolean;
  26452. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26453. numBoneInfluencers: number;
  26454. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26455. applyFog: boolean;
  26456. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26457. useOctreeForRenderingSelection: boolean;
  26458. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26459. useOctreeForPicking: boolean;
  26460. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26461. useOctreeForCollisions: boolean;
  26462. /**
  26463. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26464. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26465. */
  26466. layerMask: number;
  26467. /**
  26468. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26469. */
  26470. alwaysSelectAsActiveMesh: boolean;
  26471. /**
  26472. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26473. */
  26474. doNotSyncBoundingInfo: boolean;
  26475. /**
  26476. * Gets or sets the current action manager
  26477. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26478. */
  26479. actionManager: Nullable<AbstractActionManager>;
  26480. private _meshCollisionData;
  26481. /**
  26482. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26483. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26484. */
  26485. ellipsoid: Vector3;
  26486. /**
  26487. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26488. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26489. */
  26490. ellipsoidOffset: Vector3;
  26491. /**
  26492. * Gets or sets a collision mask used to mask collisions (default is -1).
  26493. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26494. */
  26495. collisionMask: number;
  26496. /**
  26497. * Gets or sets the current collision group mask (-1 by default).
  26498. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26499. */
  26500. collisionGroup: number;
  26501. /**
  26502. * Defines edge width used when edgesRenderer is enabled
  26503. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26504. */
  26505. edgesWidth: number;
  26506. /**
  26507. * Defines edge color used when edgesRenderer is enabled
  26508. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26509. */
  26510. edgesColor: Color4;
  26511. /** @hidden */
  26512. _edgesRenderer: Nullable<IEdgesRenderer>;
  26513. /** @hidden */
  26514. _masterMesh: Nullable<AbstractMesh>;
  26515. /** @hidden */
  26516. _boundingInfo: Nullable<BoundingInfo>;
  26517. /** @hidden */
  26518. _renderId: number;
  26519. /**
  26520. * Gets or sets the list of subMeshes
  26521. * @see http://doc.babylonjs.com/how_to/multi_materials
  26522. */
  26523. subMeshes: SubMesh[];
  26524. /** @hidden */
  26525. _intersectionsInProgress: AbstractMesh[];
  26526. /** @hidden */
  26527. _unIndexed: boolean;
  26528. /** @hidden */
  26529. _lightSources: Light[];
  26530. /** Gets the list of lights affecting that mesh */
  26531. readonly lightSources: Light[];
  26532. /** @hidden */
  26533. readonly _positions: Nullable<Vector3[]>;
  26534. /** @hidden */
  26535. _waitingData: {
  26536. lods: Nullable<any>;
  26537. actions: Nullable<any>;
  26538. freezeWorldMatrix: Nullable<boolean>;
  26539. };
  26540. /** @hidden */
  26541. _bonesTransformMatrices: Nullable<Float32Array>;
  26542. /** @hidden */
  26543. _transformMatrixTexture: Nullable<RawTexture>;
  26544. /**
  26545. * Gets or sets a skeleton to apply skining transformations
  26546. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26547. */
  26548. skeleton: Nullable<Skeleton>;
  26549. /**
  26550. * An event triggered when the mesh is rebuilt.
  26551. */
  26552. onRebuildObservable: Observable<AbstractMesh>;
  26553. /**
  26554. * Creates a new AbstractMesh
  26555. * @param name defines the name of the mesh
  26556. * @param scene defines the hosting scene
  26557. */
  26558. constructor(name: string, scene?: Nullable<Scene>);
  26559. /**
  26560. * Returns the string "AbstractMesh"
  26561. * @returns "AbstractMesh"
  26562. */
  26563. getClassName(): string;
  26564. /**
  26565. * Gets a string representation of the current mesh
  26566. * @param fullDetails defines a boolean indicating if full details must be included
  26567. * @returns a string representation of the current mesh
  26568. */
  26569. toString(fullDetails?: boolean): string;
  26570. /**
  26571. * @hidden
  26572. */
  26573. protected _getEffectiveParent(): Nullable<Node>;
  26574. /** @hidden */
  26575. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26576. /** @hidden */
  26577. _rebuild(): void;
  26578. /** @hidden */
  26579. _resyncLightSources(): void;
  26580. /** @hidden */
  26581. _resyncLighSource(light: Light): void;
  26582. /** @hidden */
  26583. _unBindEffect(): void;
  26584. /** @hidden */
  26585. _removeLightSource(light: Light): void;
  26586. private _markSubMeshesAsDirty;
  26587. /** @hidden */
  26588. _markSubMeshesAsLightDirty(): void;
  26589. /** @hidden */
  26590. _markSubMeshesAsAttributesDirty(): void;
  26591. /** @hidden */
  26592. _markSubMeshesAsMiscDirty(): void;
  26593. /**
  26594. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26595. */
  26596. scaling: Vector3;
  26597. /**
  26598. * Returns true if the mesh is blocked. Implemented by child classes
  26599. */
  26600. readonly isBlocked: boolean;
  26601. /**
  26602. * Returns the mesh itself by default. Implemented by child classes
  26603. * @param camera defines the camera to use to pick the right LOD level
  26604. * @returns the currentAbstractMesh
  26605. */
  26606. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26607. /**
  26608. * Returns 0 by default. Implemented by child classes
  26609. * @returns an integer
  26610. */
  26611. getTotalVertices(): number;
  26612. /**
  26613. * Returns a positive integer : the total number of indices in this mesh geometry.
  26614. * @returns the numner of indices or zero if the mesh has no geometry.
  26615. */
  26616. getTotalIndices(): number;
  26617. /**
  26618. * Returns null by default. Implemented by child classes
  26619. * @returns null
  26620. */
  26621. getIndices(): Nullable<IndicesArray>;
  26622. /**
  26623. * Returns the array of the requested vertex data kind. Implemented by child classes
  26624. * @param kind defines the vertex data kind to use
  26625. * @returns null
  26626. */
  26627. getVerticesData(kind: string): Nullable<FloatArray>;
  26628. /**
  26629. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26630. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26631. * Note that a new underlying VertexBuffer object is created each call.
  26632. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26633. * @param kind defines vertex data kind:
  26634. * * VertexBuffer.PositionKind
  26635. * * VertexBuffer.UVKind
  26636. * * VertexBuffer.UV2Kind
  26637. * * VertexBuffer.UV3Kind
  26638. * * VertexBuffer.UV4Kind
  26639. * * VertexBuffer.UV5Kind
  26640. * * VertexBuffer.UV6Kind
  26641. * * VertexBuffer.ColorKind
  26642. * * VertexBuffer.MatricesIndicesKind
  26643. * * VertexBuffer.MatricesIndicesExtraKind
  26644. * * VertexBuffer.MatricesWeightsKind
  26645. * * VertexBuffer.MatricesWeightsExtraKind
  26646. * @param data defines the data source
  26647. * @param updatable defines if the data must be flagged as updatable (or static)
  26648. * @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
  26649. * @returns the current mesh
  26650. */
  26651. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26652. /**
  26653. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26654. * If the mesh has no geometry, it is simply returned as it is.
  26655. * @param kind defines vertex data kind:
  26656. * * VertexBuffer.PositionKind
  26657. * * VertexBuffer.UVKind
  26658. * * VertexBuffer.UV2Kind
  26659. * * VertexBuffer.UV3Kind
  26660. * * VertexBuffer.UV4Kind
  26661. * * VertexBuffer.UV5Kind
  26662. * * VertexBuffer.UV6Kind
  26663. * * VertexBuffer.ColorKind
  26664. * * VertexBuffer.MatricesIndicesKind
  26665. * * VertexBuffer.MatricesIndicesExtraKind
  26666. * * VertexBuffer.MatricesWeightsKind
  26667. * * VertexBuffer.MatricesWeightsExtraKind
  26668. * @param data defines the data source
  26669. * @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
  26670. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26671. * @returns the current mesh
  26672. */
  26673. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26674. /**
  26675. * Sets the mesh indices,
  26676. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26677. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26678. * @param totalVertices Defines the total number of vertices
  26679. * @returns the current mesh
  26680. */
  26681. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26682. /**
  26683. * Gets a boolean indicating if specific vertex data is present
  26684. * @param kind defines the vertex data kind to use
  26685. * @returns true is data kind is present
  26686. */
  26687. isVerticesDataPresent(kind: string): boolean;
  26688. /**
  26689. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26690. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26691. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26692. * @returns a BoundingInfo
  26693. */
  26694. getBoundingInfo(): BoundingInfo;
  26695. /**
  26696. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26697. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26698. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26699. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26700. * @returns the current mesh
  26701. */
  26702. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26703. /**
  26704. * Overwrite the current bounding info
  26705. * @param boundingInfo defines the new bounding info
  26706. * @returns the current mesh
  26707. */
  26708. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26709. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26710. readonly useBones: boolean;
  26711. /** @hidden */
  26712. _preActivate(): void;
  26713. /** @hidden */
  26714. _preActivateForIntermediateRendering(renderId: number): void;
  26715. /** @hidden */
  26716. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26717. /** @hidden */
  26718. _postActivate(): void;
  26719. /** @hidden */
  26720. _freeze(): void;
  26721. /** @hidden */
  26722. _unFreeze(): void;
  26723. /**
  26724. * Gets the current world matrix
  26725. * @returns a Matrix
  26726. */
  26727. getWorldMatrix(): Matrix;
  26728. /** @hidden */
  26729. _getWorldMatrixDeterminant(): number;
  26730. /**
  26731. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26732. */
  26733. readonly isAnInstance: boolean;
  26734. /**
  26735. * Perform relative position change from the point of view of behind the front of the mesh.
  26736. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26737. * Supports definition of mesh facing forward or backward
  26738. * @param amountRight defines the distance on the right axis
  26739. * @param amountUp defines the distance on the up axis
  26740. * @param amountForward defines the distance on the forward axis
  26741. * @returns the current mesh
  26742. */
  26743. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26744. /**
  26745. * Calculate relative position change from the point of view of behind the front of the mesh.
  26746. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26747. * Supports definition of mesh facing forward or backward
  26748. * @param amountRight defines the distance on the right axis
  26749. * @param amountUp defines the distance on the up axis
  26750. * @param amountForward defines the distance on the forward axis
  26751. * @returns the new displacement vector
  26752. */
  26753. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26754. /**
  26755. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26756. * Supports definition of mesh facing forward or backward
  26757. * @param flipBack defines the flip
  26758. * @param twirlClockwise defines the twirl
  26759. * @param tiltRight defines the tilt
  26760. * @returns the current mesh
  26761. */
  26762. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26763. /**
  26764. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26765. * Supports definition of mesh facing forward or backward.
  26766. * @param flipBack defines the flip
  26767. * @param twirlClockwise defines the twirl
  26768. * @param tiltRight defines the tilt
  26769. * @returns the new rotation vector
  26770. */
  26771. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26772. /**
  26773. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26774. * This means the mesh underlying bounding box and sphere are recomputed.
  26775. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26776. * @returns the current mesh
  26777. */
  26778. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26779. /** @hidden */
  26780. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26781. /** @hidden */
  26782. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26783. /** @hidden */
  26784. _updateBoundingInfo(): AbstractMesh;
  26785. /** @hidden */
  26786. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26787. /** @hidden */
  26788. protected _afterComputeWorldMatrix(): void;
  26789. /** @hidden */
  26790. readonly _effectiveMesh: AbstractMesh;
  26791. /**
  26792. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26793. * A mesh is in the frustum if its bounding box intersects the frustum
  26794. * @param frustumPlanes defines the frustum to test
  26795. * @returns true if the mesh is in the frustum planes
  26796. */
  26797. isInFrustum(frustumPlanes: Plane[]): boolean;
  26798. /**
  26799. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26800. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26801. * @param frustumPlanes defines the frustum to test
  26802. * @returns true if the mesh is completely in the frustum planes
  26803. */
  26804. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26805. /**
  26806. * True if the mesh intersects another mesh or a SolidParticle object
  26807. * @param mesh defines a target mesh or SolidParticle to test
  26808. * @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)
  26809. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26810. * @returns true if there is an intersection
  26811. */
  26812. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26813. /**
  26814. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26815. * @param point defines the point to test
  26816. * @returns true if there is an intersection
  26817. */
  26818. intersectsPoint(point: Vector3): boolean;
  26819. /**
  26820. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26821. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26822. */
  26823. checkCollisions: boolean;
  26824. /**
  26825. * Gets Collider object used to compute collisions (not physics)
  26826. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26827. */
  26828. readonly collider: Nullable<Collider>;
  26829. /**
  26830. * Move the mesh using collision engine
  26831. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26832. * @param displacement defines the requested displacement vector
  26833. * @returns the current mesh
  26834. */
  26835. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26836. private _onCollisionPositionChange;
  26837. /** @hidden */
  26838. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26839. /** @hidden */
  26840. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26841. /** @hidden */
  26842. _checkCollision(collider: Collider): AbstractMesh;
  26843. /** @hidden */
  26844. _generatePointsArray(): boolean;
  26845. /**
  26846. * Checks if the passed Ray intersects with the mesh
  26847. * @param ray defines the ray to use
  26848. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26849. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26850. * @returns the picking info
  26851. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26852. */
  26853. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26854. /**
  26855. * Clones the current mesh
  26856. * @param name defines the mesh name
  26857. * @param newParent defines the new mesh parent
  26858. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26859. * @returns the new mesh
  26860. */
  26861. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26862. /**
  26863. * Disposes all the submeshes of the current meshnp
  26864. * @returns the current mesh
  26865. */
  26866. releaseSubMeshes(): AbstractMesh;
  26867. /**
  26868. * Releases resources associated with this abstract mesh.
  26869. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26870. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26871. */
  26872. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26873. /**
  26874. * Adds the passed mesh as a child to the current mesh
  26875. * @param mesh defines the child mesh
  26876. * @returns the current mesh
  26877. */
  26878. addChild(mesh: AbstractMesh): AbstractMesh;
  26879. /**
  26880. * Removes the passed mesh from the current mesh children list
  26881. * @param mesh defines the child mesh
  26882. * @returns the current mesh
  26883. */
  26884. removeChild(mesh: AbstractMesh): AbstractMesh;
  26885. /** @hidden */
  26886. private _initFacetData;
  26887. /**
  26888. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26889. * This method can be called within the render loop.
  26890. * 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
  26891. * @returns the current mesh
  26892. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26893. */
  26894. updateFacetData(): AbstractMesh;
  26895. /**
  26896. * Returns the facetLocalNormals array.
  26897. * The normals are expressed in the mesh local spac
  26898. * @returns an array of Vector3
  26899. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26900. */
  26901. getFacetLocalNormals(): Vector3[];
  26902. /**
  26903. * Returns the facetLocalPositions array.
  26904. * The facet positions are expressed in the mesh local space
  26905. * @returns an array of Vector3
  26906. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26907. */
  26908. getFacetLocalPositions(): Vector3[];
  26909. /**
  26910. * Returns the facetLocalPartioning array
  26911. * @returns an array of array of numbers
  26912. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26913. */
  26914. getFacetLocalPartitioning(): number[][];
  26915. /**
  26916. * Returns the i-th facet position in the world system.
  26917. * This method allocates a new Vector3 per call
  26918. * @param i defines the facet index
  26919. * @returns a new Vector3
  26920. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26921. */
  26922. getFacetPosition(i: number): Vector3;
  26923. /**
  26924. * Sets the reference Vector3 with the i-th facet position in the world system
  26925. * @param i defines the facet index
  26926. * @param ref defines the target vector
  26927. * @returns the current mesh
  26928. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26929. */
  26930. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26931. /**
  26932. * Returns the i-th facet normal in the world system.
  26933. * This method allocates a new Vector3 per call
  26934. * @param i defines the facet index
  26935. * @returns a new Vector3
  26936. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26937. */
  26938. getFacetNormal(i: number): Vector3;
  26939. /**
  26940. * Sets the reference Vector3 with the i-th facet normal in the world system
  26941. * @param i defines the facet index
  26942. * @param ref defines the target vector
  26943. * @returns the current mesh
  26944. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26945. */
  26946. getFacetNormalToRef(i: number, ref: Vector3): this;
  26947. /**
  26948. * 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)
  26949. * @param x defines x coordinate
  26950. * @param y defines y coordinate
  26951. * @param z defines z coordinate
  26952. * @returns the array of facet indexes
  26953. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26954. */
  26955. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26956. /**
  26957. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26958. * @param projected sets as the (x,y,z) world projection on the facet
  26959. * @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
  26960. * @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
  26961. * @param x defines x coordinate
  26962. * @param y defines y coordinate
  26963. * @param z defines z coordinate
  26964. * @returns the face index if found (or null instead)
  26965. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26966. */
  26967. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26968. /**
  26969. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26970. * @param projected sets as the (x,y,z) local projection on the facet
  26971. * @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
  26972. * @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
  26973. * @param x defines x coordinate
  26974. * @param y defines y coordinate
  26975. * @param z defines z coordinate
  26976. * @returns the face index if found (or null instead)
  26977. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26978. */
  26979. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26980. /**
  26981. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26982. * @returns the parameters
  26983. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26984. */
  26985. getFacetDataParameters(): any;
  26986. /**
  26987. * Disables the feature FacetData and frees the related memory
  26988. * @returns the current mesh
  26989. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26990. */
  26991. disableFacetData(): AbstractMesh;
  26992. /**
  26993. * Updates the AbstractMesh indices array
  26994. * @param indices defines the data source
  26995. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26996. * @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)
  26997. * @returns the current mesh
  26998. */
  26999. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27000. /**
  27001. * Creates new normals data for the mesh
  27002. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27003. * @returns the current mesh
  27004. */
  27005. createNormals(updatable: boolean): AbstractMesh;
  27006. /**
  27007. * Align the mesh with a normal
  27008. * @param normal defines the normal to use
  27009. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27010. * @returns the current mesh
  27011. */
  27012. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27013. /** @hidden */
  27014. _checkOcclusionQuery(): boolean;
  27015. /**
  27016. * Disables the mesh edge rendering mode
  27017. * @returns the currentAbstractMesh
  27018. */
  27019. disableEdgesRendering(): AbstractMesh;
  27020. /**
  27021. * Enables the edge rendering mode on the mesh.
  27022. * This mode makes the mesh edges visible
  27023. * @param epsilon defines the maximal distance between two angles to detect a face
  27024. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27025. * @returns the currentAbstractMesh
  27026. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27027. */
  27028. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27029. }
  27030. }
  27031. declare module "babylonjs/Actions/actionEvent" {
  27032. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27033. import { Nullable } from "babylonjs/types";
  27034. import { Sprite } from "babylonjs/Sprites/sprite";
  27035. import { Scene } from "babylonjs/scene";
  27036. import { Vector2 } from "babylonjs/Maths/math.vector";
  27037. /**
  27038. * Interface used to define ActionEvent
  27039. */
  27040. export interface IActionEvent {
  27041. /** The mesh or sprite that triggered the action */
  27042. source: any;
  27043. /** The X mouse cursor position at the time of the event */
  27044. pointerX: number;
  27045. /** The Y mouse cursor position at the time of the event */
  27046. pointerY: number;
  27047. /** The mesh that is currently pointed at (can be null) */
  27048. meshUnderPointer: Nullable<AbstractMesh>;
  27049. /** the original (browser) event that triggered the ActionEvent */
  27050. sourceEvent?: any;
  27051. /** additional data for the event */
  27052. additionalData?: any;
  27053. }
  27054. /**
  27055. * ActionEvent is the event being sent when an action is triggered.
  27056. */
  27057. export class ActionEvent implements IActionEvent {
  27058. /** The mesh or sprite that triggered the action */
  27059. source: any;
  27060. /** The X mouse cursor position at the time of the event */
  27061. pointerX: number;
  27062. /** The Y mouse cursor position at the time of the event */
  27063. pointerY: number;
  27064. /** The mesh that is currently pointed at (can be null) */
  27065. meshUnderPointer: Nullable<AbstractMesh>;
  27066. /** the original (browser) event that triggered the ActionEvent */
  27067. sourceEvent?: any;
  27068. /** additional data for the event */
  27069. additionalData?: any;
  27070. /**
  27071. * Creates a new ActionEvent
  27072. * @param source The mesh or sprite that triggered the action
  27073. * @param pointerX The X mouse cursor position at the time of the event
  27074. * @param pointerY The Y mouse cursor position at the time of the event
  27075. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27076. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27077. * @param additionalData additional data for the event
  27078. */
  27079. constructor(
  27080. /** The mesh or sprite that triggered the action */
  27081. source: any,
  27082. /** The X mouse cursor position at the time of the event */
  27083. pointerX: number,
  27084. /** The Y mouse cursor position at the time of the event */
  27085. pointerY: number,
  27086. /** The mesh that is currently pointed at (can be null) */
  27087. meshUnderPointer: Nullable<AbstractMesh>,
  27088. /** the original (browser) event that triggered the ActionEvent */
  27089. sourceEvent?: any,
  27090. /** additional data for the event */
  27091. additionalData?: any);
  27092. /**
  27093. * Helper function to auto-create an ActionEvent from a source mesh.
  27094. * @param source The source mesh that triggered the event
  27095. * @param evt The original (browser) event
  27096. * @param additionalData additional data for the event
  27097. * @returns the new ActionEvent
  27098. */
  27099. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27100. /**
  27101. * Helper function to auto-create an ActionEvent from a source sprite
  27102. * @param source The source sprite that triggered the event
  27103. * @param scene Scene associated with the sprite
  27104. * @param evt The original (browser) event
  27105. * @param additionalData additional data for the event
  27106. * @returns the new ActionEvent
  27107. */
  27108. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27109. /**
  27110. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27111. * @param scene the scene where the event occurred
  27112. * @param evt The original (browser) event
  27113. * @returns the new ActionEvent
  27114. */
  27115. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27116. /**
  27117. * Helper function to auto-create an ActionEvent from a primitive
  27118. * @param prim defines the target primitive
  27119. * @param pointerPos defines the pointer position
  27120. * @param evt The original (browser) event
  27121. * @param additionalData additional data for the event
  27122. * @returns the new ActionEvent
  27123. */
  27124. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27125. }
  27126. }
  27127. declare module "babylonjs/Actions/abstractActionManager" {
  27128. import { IDisposable } from "babylonjs/scene";
  27129. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27130. import { IAction } from "babylonjs/Actions/action";
  27131. import { Nullable } from "babylonjs/types";
  27132. /**
  27133. * Abstract class used to decouple action Manager from scene and meshes.
  27134. * Do not instantiate.
  27135. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27136. */
  27137. export abstract class AbstractActionManager implements IDisposable {
  27138. /** Gets the list of active triggers */
  27139. static Triggers: {
  27140. [key: string]: number;
  27141. };
  27142. /** Gets the cursor to use when hovering items */
  27143. hoverCursor: string;
  27144. /** Gets the list of actions */
  27145. actions: IAction[];
  27146. /**
  27147. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27148. */
  27149. isRecursive: boolean;
  27150. /**
  27151. * Releases all associated resources
  27152. */
  27153. abstract dispose(): void;
  27154. /**
  27155. * Does this action manager has pointer triggers
  27156. */
  27157. abstract readonly hasPointerTriggers: boolean;
  27158. /**
  27159. * Does this action manager has pick triggers
  27160. */
  27161. abstract readonly hasPickTriggers: boolean;
  27162. /**
  27163. * Process a specific trigger
  27164. * @param trigger defines the trigger to process
  27165. * @param evt defines the event details to be processed
  27166. */
  27167. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27168. /**
  27169. * Does this action manager handles actions of any of the given triggers
  27170. * @param triggers defines the triggers to be tested
  27171. * @return a boolean indicating whether one (or more) of the triggers is handled
  27172. */
  27173. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27174. /**
  27175. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27176. * speed.
  27177. * @param triggerA defines the trigger to be tested
  27178. * @param triggerB defines the trigger to be tested
  27179. * @return a boolean indicating whether one (or more) of the triggers is handled
  27180. */
  27181. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27182. /**
  27183. * Does this action manager handles actions of a given trigger
  27184. * @param trigger defines the trigger to be tested
  27185. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27186. * @return whether the trigger is handled
  27187. */
  27188. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27189. /**
  27190. * Serialize this manager to a JSON object
  27191. * @param name defines the property name to store this manager
  27192. * @returns a JSON representation of this manager
  27193. */
  27194. abstract serialize(name: string): any;
  27195. /**
  27196. * Registers an action to this action manager
  27197. * @param action defines the action to be registered
  27198. * @return the action amended (prepared) after registration
  27199. */
  27200. abstract registerAction(action: IAction): Nullable<IAction>;
  27201. /**
  27202. * Unregisters an action to this action manager
  27203. * @param action defines the action to be unregistered
  27204. * @return a boolean indicating whether the action has been unregistered
  27205. */
  27206. abstract unregisterAction(action: IAction): Boolean;
  27207. /**
  27208. * Does exist one action manager with at least one trigger
  27209. **/
  27210. static readonly HasTriggers: boolean;
  27211. /**
  27212. * Does exist one action manager with at least one pick trigger
  27213. **/
  27214. static readonly HasPickTriggers: boolean;
  27215. /**
  27216. * Does exist one action manager that handles actions of a given trigger
  27217. * @param trigger defines the trigger to be tested
  27218. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27219. **/
  27220. static HasSpecificTrigger(trigger: number): boolean;
  27221. }
  27222. }
  27223. declare module "babylonjs/node" {
  27224. import { Scene } from "babylonjs/scene";
  27225. import { Nullable } from "babylonjs/types";
  27226. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27227. import { Engine } from "babylonjs/Engines/engine";
  27228. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27229. import { Observable } from "babylonjs/Misc/observable";
  27230. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27231. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27232. import { Animatable } from "babylonjs/Animations/animatable";
  27233. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27234. import { Animation } from "babylonjs/Animations/animation";
  27235. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27237. /**
  27238. * Defines how a node can be built from a string name.
  27239. */
  27240. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27241. /**
  27242. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27243. */
  27244. export class Node implements IBehaviorAware<Node> {
  27245. /** @hidden */
  27246. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27247. private static _NodeConstructors;
  27248. /**
  27249. * Add a new node constructor
  27250. * @param type defines the type name of the node to construct
  27251. * @param constructorFunc defines the constructor function
  27252. */
  27253. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27254. /**
  27255. * Returns a node constructor based on type name
  27256. * @param type defines the type name
  27257. * @param name defines the new node name
  27258. * @param scene defines the hosting scene
  27259. * @param options defines optional options to transmit to constructors
  27260. * @returns the new constructor or null
  27261. */
  27262. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27263. /**
  27264. * Gets or sets the name of the node
  27265. */
  27266. name: string;
  27267. /**
  27268. * Gets or sets the id of the node
  27269. */
  27270. id: string;
  27271. /**
  27272. * Gets or sets the unique id of the node
  27273. */
  27274. uniqueId: number;
  27275. /**
  27276. * Gets or sets a string used to store user defined state for the node
  27277. */
  27278. state: string;
  27279. /**
  27280. * Gets or sets an object used to store user defined information for the node
  27281. */
  27282. metadata: any;
  27283. /**
  27284. * For internal use only. Please do not use.
  27285. */
  27286. reservedDataStore: any;
  27287. /**
  27288. * List of inspectable custom properties (used by the Inspector)
  27289. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27290. */
  27291. inspectableCustomProperties: IInspectable[];
  27292. /**
  27293. * Gets or sets a boolean used to define if the node must be serialized
  27294. */
  27295. doNotSerialize: boolean;
  27296. /** @hidden */
  27297. _isDisposed: boolean;
  27298. /**
  27299. * Gets a list of Animations associated with the node
  27300. */
  27301. animations: import("babylonjs/Animations/animation").Animation[];
  27302. protected _ranges: {
  27303. [name: string]: Nullable<AnimationRange>;
  27304. };
  27305. /**
  27306. * Callback raised when the node is ready to be used
  27307. */
  27308. onReady: Nullable<(node: Node) => void>;
  27309. private _isEnabled;
  27310. private _isParentEnabled;
  27311. private _isReady;
  27312. /** @hidden */
  27313. _currentRenderId: number;
  27314. private _parentUpdateId;
  27315. /** @hidden */
  27316. _childUpdateId: number;
  27317. /** @hidden */
  27318. _waitingParentId: Nullable<string>;
  27319. /** @hidden */
  27320. _scene: Scene;
  27321. /** @hidden */
  27322. _cache: any;
  27323. private _parentNode;
  27324. private _children;
  27325. /** @hidden */
  27326. _worldMatrix: Matrix;
  27327. /** @hidden */
  27328. _worldMatrixDeterminant: number;
  27329. /** @hidden */
  27330. _worldMatrixDeterminantIsDirty: boolean;
  27331. /** @hidden */
  27332. private _sceneRootNodesIndex;
  27333. /**
  27334. * Gets a boolean indicating if the node has been disposed
  27335. * @returns true if the node was disposed
  27336. */
  27337. isDisposed(): boolean;
  27338. /**
  27339. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27340. * @see https://doc.babylonjs.com/how_to/parenting
  27341. */
  27342. parent: Nullable<Node>;
  27343. private addToSceneRootNodes;
  27344. private removeFromSceneRootNodes;
  27345. private _animationPropertiesOverride;
  27346. /**
  27347. * Gets or sets the animation properties override
  27348. */
  27349. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27350. /**
  27351. * Gets a string idenfifying the name of the class
  27352. * @returns "Node" string
  27353. */
  27354. getClassName(): string;
  27355. /** @hidden */
  27356. readonly _isNode: boolean;
  27357. /**
  27358. * An event triggered when the mesh is disposed
  27359. */
  27360. onDisposeObservable: Observable<Node>;
  27361. private _onDisposeObserver;
  27362. /**
  27363. * Sets a callback that will be raised when the node will be disposed
  27364. */
  27365. onDispose: () => void;
  27366. /**
  27367. * Creates a new Node
  27368. * @param name the name and id to be given to this node
  27369. * @param scene the scene this node will be added to
  27370. * @param addToRootNodes the node will be added to scene.rootNodes
  27371. */
  27372. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27373. /**
  27374. * Gets the scene of the node
  27375. * @returns a scene
  27376. */
  27377. getScene(): Scene;
  27378. /**
  27379. * Gets the engine of the node
  27380. * @returns a Engine
  27381. */
  27382. getEngine(): Engine;
  27383. private _behaviors;
  27384. /**
  27385. * Attach a behavior to the node
  27386. * @see http://doc.babylonjs.com/features/behaviour
  27387. * @param behavior defines the behavior to attach
  27388. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27389. * @returns the current Node
  27390. */
  27391. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27392. /**
  27393. * Remove an attached behavior
  27394. * @see http://doc.babylonjs.com/features/behaviour
  27395. * @param behavior defines the behavior to attach
  27396. * @returns the current Node
  27397. */
  27398. removeBehavior(behavior: Behavior<Node>): Node;
  27399. /**
  27400. * Gets the list of attached behaviors
  27401. * @see http://doc.babylonjs.com/features/behaviour
  27402. */
  27403. readonly behaviors: Behavior<Node>[];
  27404. /**
  27405. * Gets an attached behavior by name
  27406. * @param name defines the name of the behavior to look for
  27407. * @see http://doc.babylonjs.com/features/behaviour
  27408. * @returns null if behavior was not found else the requested behavior
  27409. */
  27410. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27411. /**
  27412. * Returns the latest update of the World matrix
  27413. * @returns a Matrix
  27414. */
  27415. getWorldMatrix(): Matrix;
  27416. /** @hidden */
  27417. _getWorldMatrixDeterminant(): number;
  27418. /**
  27419. * Returns directly the latest state of the mesh World matrix.
  27420. * A Matrix is returned.
  27421. */
  27422. readonly worldMatrixFromCache: Matrix;
  27423. /** @hidden */
  27424. _initCache(): void;
  27425. /** @hidden */
  27426. updateCache(force?: boolean): void;
  27427. /** @hidden */
  27428. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27429. /** @hidden */
  27430. _updateCache(ignoreParentClass?: boolean): void;
  27431. /** @hidden */
  27432. _isSynchronized(): boolean;
  27433. /** @hidden */
  27434. _markSyncedWithParent(): void;
  27435. /** @hidden */
  27436. isSynchronizedWithParent(): boolean;
  27437. /** @hidden */
  27438. isSynchronized(): boolean;
  27439. /**
  27440. * Is this node ready to be used/rendered
  27441. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27442. * @return true if the node is ready
  27443. */
  27444. isReady(completeCheck?: boolean): boolean;
  27445. /**
  27446. * Is this node enabled?
  27447. * 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
  27448. * @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
  27449. * @return whether this node (and its parent) is enabled
  27450. */
  27451. isEnabled(checkAncestors?: boolean): boolean;
  27452. /** @hidden */
  27453. protected _syncParentEnabledState(): void;
  27454. /**
  27455. * Set the enabled state of this node
  27456. * @param value defines the new enabled state
  27457. */
  27458. setEnabled(value: boolean): void;
  27459. /**
  27460. * Is this node a descendant of the given node?
  27461. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27462. * @param ancestor defines the parent node to inspect
  27463. * @returns a boolean indicating if this node is a descendant of the given node
  27464. */
  27465. isDescendantOf(ancestor: Node): boolean;
  27466. /** @hidden */
  27467. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27468. /**
  27469. * Will return all nodes that have this node as ascendant
  27470. * @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
  27471. * @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
  27472. * @return all children nodes of all types
  27473. */
  27474. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27475. /**
  27476. * Get all child-meshes of this node
  27477. * @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)
  27478. * @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
  27479. * @returns an array of AbstractMesh
  27480. */
  27481. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27482. /**
  27483. * Get all direct children of this node
  27484. * @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
  27485. * @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)
  27486. * @returns an array of Node
  27487. */
  27488. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27489. /** @hidden */
  27490. _setReady(state: boolean): void;
  27491. /**
  27492. * Get an animation by name
  27493. * @param name defines the name of the animation to look for
  27494. * @returns null if not found else the requested animation
  27495. */
  27496. getAnimationByName(name: string): Nullable<Animation>;
  27497. /**
  27498. * Creates an animation range for this node
  27499. * @param name defines the name of the range
  27500. * @param from defines the starting key
  27501. * @param to defines the end key
  27502. */
  27503. createAnimationRange(name: string, from: number, to: number): void;
  27504. /**
  27505. * Delete a specific animation range
  27506. * @param name defines the name of the range to delete
  27507. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27508. */
  27509. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27510. /**
  27511. * Get an animation range by name
  27512. * @param name defines the name of the animation range to look for
  27513. * @returns null if not found else the requested animation range
  27514. */
  27515. getAnimationRange(name: string): Nullable<AnimationRange>;
  27516. /**
  27517. * Gets the list of all animation ranges defined on this node
  27518. * @returns an array
  27519. */
  27520. getAnimationRanges(): Nullable<AnimationRange>[];
  27521. /**
  27522. * Will start the animation sequence
  27523. * @param name defines the range frames for animation sequence
  27524. * @param loop defines if the animation should loop (false by default)
  27525. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27526. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27527. * @returns the object created for this animation. If range does not exist, it will return null
  27528. */
  27529. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27530. /**
  27531. * Serialize animation ranges into a JSON compatible object
  27532. * @returns serialization object
  27533. */
  27534. serializeAnimationRanges(): any;
  27535. /**
  27536. * Computes the world matrix of the node
  27537. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27538. * @returns the world matrix
  27539. */
  27540. computeWorldMatrix(force?: boolean): Matrix;
  27541. /**
  27542. * Releases resources associated with this node.
  27543. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27544. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27545. */
  27546. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27547. /**
  27548. * Parse animation range data from a serialization object and store them into a given node
  27549. * @param node defines where to store the animation ranges
  27550. * @param parsedNode defines the serialization object to read data from
  27551. * @param scene defines the hosting scene
  27552. */
  27553. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27554. /**
  27555. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27556. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27557. * @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
  27558. * @returns the new bounding vectors
  27559. */
  27560. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27561. min: Vector3;
  27562. max: Vector3;
  27563. };
  27564. }
  27565. }
  27566. declare module "babylonjs/Animations/animation" {
  27567. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27568. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27569. import { Color3 } from "babylonjs/Maths/math.color";
  27570. import { Nullable } from "babylonjs/types";
  27571. import { Scene } from "babylonjs/scene";
  27572. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27573. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27574. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27575. import { Node } from "babylonjs/node";
  27576. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27577. import { Size } from "babylonjs/Maths/math.size";
  27578. import { Animatable } from "babylonjs/Animations/animatable";
  27579. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27580. /**
  27581. * @hidden
  27582. */
  27583. export class _IAnimationState {
  27584. key: number;
  27585. repeatCount: number;
  27586. workValue?: any;
  27587. loopMode?: number;
  27588. offsetValue?: any;
  27589. highLimitValue?: any;
  27590. }
  27591. /**
  27592. * Class used to store any kind of animation
  27593. */
  27594. export class Animation {
  27595. /**Name of the animation */
  27596. name: string;
  27597. /**Property to animate */
  27598. targetProperty: string;
  27599. /**The frames per second of the animation */
  27600. framePerSecond: number;
  27601. /**The data type of the animation */
  27602. dataType: number;
  27603. /**The loop mode of the animation */
  27604. loopMode?: number | undefined;
  27605. /**Specifies if blending should be enabled */
  27606. enableBlending?: boolean | undefined;
  27607. /**
  27608. * Use matrix interpolation instead of using direct key value when animating matrices
  27609. */
  27610. static AllowMatricesInterpolation: boolean;
  27611. /**
  27612. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27613. */
  27614. static AllowMatrixDecomposeForInterpolation: boolean;
  27615. /**
  27616. * Stores the key frames of the animation
  27617. */
  27618. private _keys;
  27619. /**
  27620. * Stores the easing function of the animation
  27621. */
  27622. private _easingFunction;
  27623. /**
  27624. * @hidden Internal use only
  27625. */
  27626. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27627. /**
  27628. * The set of event that will be linked to this animation
  27629. */
  27630. private _events;
  27631. /**
  27632. * Stores an array of target property paths
  27633. */
  27634. targetPropertyPath: string[];
  27635. /**
  27636. * Stores the blending speed of the animation
  27637. */
  27638. blendingSpeed: number;
  27639. /**
  27640. * Stores the animation ranges for the animation
  27641. */
  27642. private _ranges;
  27643. /**
  27644. * @hidden Internal use
  27645. */
  27646. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27647. /**
  27648. * Sets up an animation
  27649. * @param property The property to animate
  27650. * @param animationType The animation type to apply
  27651. * @param framePerSecond The frames per second of the animation
  27652. * @param easingFunction The easing function used in the animation
  27653. * @returns The created animation
  27654. */
  27655. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27656. /**
  27657. * Create and start an animation on a node
  27658. * @param name defines the name of the global animation that will be run on all nodes
  27659. * @param node defines the root node where the animation will take place
  27660. * @param targetProperty defines property to animate
  27661. * @param framePerSecond defines the number of frame per second yo use
  27662. * @param totalFrame defines the number of frames in total
  27663. * @param from defines the initial value
  27664. * @param to defines the final value
  27665. * @param loopMode defines which loop mode you want to use (off by default)
  27666. * @param easingFunction defines the easing function to use (linear by default)
  27667. * @param onAnimationEnd defines the callback to call when animation end
  27668. * @returns the animatable created for this animation
  27669. */
  27670. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27671. /**
  27672. * Create and start an animation on a node and its descendants
  27673. * @param name defines the name of the global animation that will be run on all nodes
  27674. * @param node defines the root node where the animation will take place
  27675. * @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
  27676. * @param targetProperty defines property to animate
  27677. * @param framePerSecond defines the number of frame per second to use
  27678. * @param totalFrame defines the number of frames in total
  27679. * @param from defines the initial value
  27680. * @param to defines the final value
  27681. * @param loopMode defines which loop mode you want to use (off by default)
  27682. * @param easingFunction defines the easing function to use (linear by default)
  27683. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27684. * @returns the list of animatables created for all nodes
  27685. * @example https://www.babylonjs-playground.com/#MH0VLI
  27686. */
  27687. 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[]>;
  27688. /**
  27689. * Creates a new animation, merges it with the existing animations and starts it
  27690. * @param name Name of the animation
  27691. * @param node Node which contains the scene that begins the animations
  27692. * @param targetProperty Specifies which property to animate
  27693. * @param framePerSecond The frames per second of the animation
  27694. * @param totalFrame The total number of frames
  27695. * @param from The frame at the beginning of the animation
  27696. * @param to The frame at the end of the animation
  27697. * @param loopMode Specifies the loop mode of the animation
  27698. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27699. * @param onAnimationEnd Callback to run once the animation is complete
  27700. * @returns Nullable animation
  27701. */
  27702. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27703. /**
  27704. * Transition property of an host to the target Value
  27705. * @param property The property to transition
  27706. * @param targetValue The target Value of the property
  27707. * @param host The object where the property to animate belongs
  27708. * @param scene Scene used to run the animation
  27709. * @param frameRate Framerate (in frame/s) to use
  27710. * @param transition The transition type we want to use
  27711. * @param duration The duration of the animation, in milliseconds
  27712. * @param onAnimationEnd Callback trigger at the end of the animation
  27713. * @returns Nullable animation
  27714. */
  27715. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27716. /**
  27717. * Return the array of runtime animations currently using this animation
  27718. */
  27719. readonly runtimeAnimations: RuntimeAnimation[];
  27720. /**
  27721. * Specifies if any of the runtime animations are currently running
  27722. */
  27723. readonly hasRunningRuntimeAnimations: boolean;
  27724. /**
  27725. * Initializes the animation
  27726. * @param name Name of the animation
  27727. * @param targetProperty Property to animate
  27728. * @param framePerSecond The frames per second of the animation
  27729. * @param dataType The data type of the animation
  27730. * @param loopMode The loop mode of the animation
  27731. * @param enableBlending Specifies if blending should be enabled
  27732. */
  27733. constructor(
  27734. /**Name of the animation */
  27735. name: string,
  27736. /**Property to animate */
  27737. targetProperty: string,
  27738. /**The frames per second of the animation */
  27739. framePerSecond: number,
  27740. /**The data type of the animation */
  27741. dataType: number,
  27742. /**The loop mode of the animation */
  27743. loopMode?: number | undefined,
  27744. /**Specifies if blending should be enabled */
  27745. enableBlending?: boolean | undefined);
  27746. /**
  27747. * Converts the animation to a string
  27748. * @param fullDetails support for multiple levels of logging within scene loading
  27749. * @returns String form of the animation
  27750. */
  27751. toString(fullDetails?: boolean): string;
  27752. /**
  27753. * Add an event to this animation
  27754. * @param event Event to add
  27755. */
  27756. addEvent(event: AnimationEvent): void;
  27757. /**
  27758. * Remove all events found at the given frame
  27759. * @param frame The frame to remove events from
  27760. */
  27761. removeEvents(frame: number): void;
  27762. /**
  27763. * Retrieves all the events from the animation
  27764. * @returns Events from the animation
  27765. */
  27766. getEvents(): AnimationEvent[];
  27767. /**
  27768. * Creates an animation range
  27769. * @param name Name of the animation range
  27770. * @param from Starting frame of the animation range
  27771. * @param to Ending frame of the animation
  27772. */
  27773. createRange(name: string, from: number, to: number): void;
  27774. /**
  27775. * Deletes an animation range by name
  27776. * @param name Name of the animation range to delete
  27777. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27778. */
  27779. deleteRange(name: string, deleteFrames?: boolean): void;
  27780. /**
  27781. * Gets the animation range by name, or null if not defined
  27782. * @param name Name of the animation range
  27783. * @returns Nullable animation range
  27784. */
  27785. getRange(name: string): Nullable<AnimationRange>;
  27786. /**
  27787. * Gets the key frames from the animation
  27788. * @returns The key frames of the animation
  27789. */
  27790. getKeys(): Array<IAnimationKey>;
  27791. /**
  27792. * Gets the highest frame rate of the animation
  27793. * @returns Highest frame rate of the animation
  27794. */
  27795. getHighestFrame(): number;
  27796. /**
  27797. * Gets the easing function of the animation
  27798. * @returns Easing function of the animation
  27799. */
  27800. getEasingFunction(): IEasingFunction;
  27801. /**
  27802. * Sets the easing function of the animation
  27803. * @param easingFunction A custom mathematical formula for animation
  27804. */
  27805. setEasingFunction(easingFunction: EasingFunction): void;
  27806. /**
  27807. * Interpolates a scalar linearly
  27808. * @param startValue Start value of the animation curve
  27809. * @param endValue End value of the animation curve
  27810. * @param gradient Scalar amount to interpolate
  27811. * @returns Interpolated scalar value
  27812. */
  27813. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27814. /**
  27815. * Interpolates a scalar cubically
  27816. * @param startValue Start value of the animation curve
  27817. * @param outTangent End tangent of the animation
  27818. * @param endValue End value of the animation curve
  27819. * @param inTangent Start tangent of the animation curve
  27820. * @param gradient Scalar amount to interpolate
  27821. * @returns Interpolated scalar value
  27822. */
  27823. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27824. /**
  27825. * Interpolates a quaternion using a spherical linear interpolation
  27826. * @param startValue Start value of the animation curve
  27827. * @param endValue End value of the animation curve
  27828. * @param gradient Scalar amount to interpolate
  27829. * @returns Interpolated quaternion value
  27830. */
  27831. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27832. /**
  27833. * Interpolates a quaternion cubically
  27834. * @param startValue Start value of the animation curve
  27835. * @param outTangent End tangent of the animation curve
  27836. * @param endValue End value of the animation curve
  27837. * @param inTangent Start tangent of the animation curve
  27838. * @param gradient Scalar amount to interpolate
  27839. * @returns Interpolated quaternion value
  27840. */
  27841. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27842. /**
  27843. * Interpolates a Vector3 linearl
  27844. * @param startValue Start value of the animation curve
  27845. * @param endValue End value of the animation curve
  27846. * @param gradient Scalar amount to interpolate
  27847. * @returns Interpolated scalar value
  27848. */
  27849. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27850. /**
  27851. * Interpolates a Vector3 cubically
  27852. * @param startValue Start value of the animation curve
  27853. * @param outTangent End tangent of the animation
  27854. * @param endValue End value of the animation curve
  27855. * @param inTangent Start tangent of the animation curve
  27856. * @param gradient Scalar amount to interpolate
  27857. * @returns InterpolatedVector3 value
  27858. */
  27859. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27860. /**
  27861. * Interpolates a Vector2 linearly
  27862. * @param startValue Start value of the animation curve
  27863. * @param endValue End value of the animation curve
  27864. * @param gradient Scalar amount to interpolate
  27865. * @returns Interpolated Vector2 value
  27866. */
  27867. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27868. /**
  27869. * Interpolates a Vector2 cubically
  27870. * @param startValue Start value of the animation curve
  27871. * @param outTangent End tangent of the animation
  27872. * @param endValue End value of the animation curve
  27873. * @param inTangent Start tangent of the animation curve
  27874. * @param gradient Scalar amount to interpolate
  27875. * @returns Interpolated Vector2 value
  27876. */
  27877. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27878. /**
  27879. * Interpolates a size linearly
  27880. * @param startValue Start value of the animation curve
  27881. * @param endValue End value of the animation curve
  27882. * @param gradient Scalar amount to interpolate
  27883. * @returns Interpolated Size value
  27884. */
  27885. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27886. /**
  27887. * Interpolates a Color3 linearly
  27888. * @param startValue Start value of the animation curve
  27889. * @param endValue End value of the animation curve
  27890. * @param gradient Scalar amount to interpolate
  27891. * @returns Interpolated Color3 value
  27892. */
  27893. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27894. /**
  27895. * @hidden Internal use only
  27896. */
  27897. _getKeyValue(value: any): any;
  27898. /**
  27899. * @hidden Internal use only
  27900. */
  27901. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27902. /**
  27903. * Defines the function to use to interpolate matrices
  27904. * @param startValue defines the start matrix
  27905. * @param endValue defines the end matrix
  27906. * @param gradient defines the gradient between both matrices
  27907. * @param result defines an optional target matrix where to store the interpolation
  27908. * @returns the interpolated matrix
  27909. */
  27910. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27911. /**
  27912. * Makes a copy of the animation
  27913. * @returns Cloned animation
  27914. */
  27915. clone(): Animation;
  27916. /**
  27917. * Sets the key frames of the animation
  27918. * @param values The animation key frames to set
  27919. */
  27920. setKeys(values: Array<IAnimationKey>): void;
  27921. /**
  27922. * Serializes the animation to an object
  27923. * @returns Serialized object
  27924. */
  27925. serialize(): any;
  27926. /**
  27927. * Float animation type
  27928. */
  27929. private static _ANIMATIONTYPE_FLOAT;
  27930. /**
  27931. * Vector3 animation type
  27932. */
  27933. private static _ANIMATIONTYPE_VECTOR3;
  27934. /**
  27935. * Quaternion animation type
  27936. */
  27937. private static _ANIMATIONTYPE_QUATERNION;
  27938. /**
  27939. * Matrix animation type
  27940. */
  27941. private static _ANIMATIONTYPE_MATRIX;
  27942. /**
  27943. * Color3 animation type
  27944. */
  27945. private static _ANIMATIONTYPE_COLOR3;
  27946. /**
  27947. * Vector2 animation type
  27948. */
  27949. private static _ANIMATIONTYPE_VECTOR2;
  27950. /**
  27951. * Size animation type
  27952. */
  27953. private static _ANIMATIONTYPE_SIZE;
  27954. /**
  27955. * Relative Loop Mode
  27956. */
  27957. private static _ANIMATIONLOOPMODE_RELATIVE;
  27958. /**
  27959. * Cycle Loop Mode
  27960. */
  27961. private static _ANIMATIONLOOPMODE_CYCLE;
  27962. /**
  27963. * Constant Loop Mode
  27964. */
  27965. private static _ANIMATIONLOOPMODE_CONSTANT;
  27966. /**
  27967. * Get the float animation type
  27968. */
  27969. static readonly ANIMATIONTYPE_FLOAT: number;
  27970. /**
  27971. * Get the Vector3 animation type
  27972. */
  27973. static readonly ANIMATIONTYPE_VECTOR3: number;
  27974. /**
  27975. * Get the Vector2 animation type
  27976. */
  27977. static readonly ANIMATIONTYPE_VECTOR2: number;
  27978. /**
  27979. * Get the Size animation type
  27980. */
  27981. static readonly ANIMATIONTYPE_SIZE: number;
  27982. /**
  27983. * Get the Quaternion animation type
  27984. */
  27985. static readonly ANIMATIONTYPE_QUATERNION: number;
  27986. /**
  27987. * Get the Matrix animation type
  27988. */
  27989. static readonly ANIMATIONTYPE_MATRIX: number;
  27990. /**
  27991. * Get the Color3 animation type
  27992. */
  27993. static readonly ANIMATIONTYPE_COLOR3: number;
  27994. /**
  27995. * Get the Relative Loop Mode
  27996. */
  27997. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27998. /**
  27999. * Get the Cycle Loop Mode
  28000. */
  28001. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28002. /**
  28003. * Get the Constant Loop Mode
  28004. */
  28005. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28006. /** @hidden */
  28007. static _UniversalLerp(left: any, right: any, amount: number): any;
  28008. /**
  28009. * Parses an animation object and creates an animation
  28010. * @param parsedAnimation Parsed animation object
  28011. * @returns Animation object
  28012. */
  28013. static Parse(parsedAnimation: any): Animation;
  28014. /**
  28015. * Appends the serialized animations from the source animations
  28016. * @param source Source containing the animations
  28017. * @param destination Target to store the animations
  28018. */
  28019. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28020. }
  28021. }
  28022. declare module "babylonjs/Animations/animatable.interface" {
  28023. import { Nullable } from "babylonjs/types";
  28024. import { Animation } from "babylonjs/Animations/animation";
  28025. /**
  28026. * Interface containing an array of animations
  28027. */
  28028. export interface IAnimatable {
  28029. /**
  28030. * Array of animations
  28031. */
  28032. animations: Nullable<Array<Animation>>;
  28033. }
  28034. }
  28035. declare module "babylonjs/Materials/fresnelParameters" {
  28036. import { Color3 } from "babylonjs/Maths/math.color";
  28037. /**
  28038. * This represents all the required information to add a fresnel effect on a material:
  28039. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28040. */
  28041. export class FresnelParameters {
  28042. private _isEnabled;
  28043. /**
  28044. * Define if the fresnel effect is enable or not.
  28045. */
  28046. isEnabled: boolean;
  28047. /**
  28048. * Define the color used on edges (grazing angle)
  28049. */
  28050. leftColor: Color3;
  28051. /**
  28052. * Define the color used on center
  28053. */
  28054. rightColor: Color3;
  28055. /**
  28056. * Define bias applied to computed fresnel term
  28057. */
  28058. bias: number;
  28059. /**
  28060. * Defined the power exponent applied to fresnel term
  28061. */
  28062. power: number;
  28063. /**
  28064. * Clones the current fresnel and its valuues
  28065. * @returns a clone fresnel configuration
  28066. */
  28067. clone(): FresnelParameters;
  28068. /**
  28069. * Serializes the current fresnel parameters to a JSON representation.
  28070. * @return the JSON serialization
  28071. */
  28072. serialize(): any;
  28073. /**
  28074. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28075. * @param parsedFresnelParameters Define the JSON representation
  28076. * @returns the parsed parameters
  28077. */
  28078. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28079. }
  28080. }
  28081. declare module "babylonjs/Misc/decorators" {
  28082. import { Nullable } from "babylonjs/types";
  28083. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28084. import { Scene } from "babylonjs/scene";
  28085. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28086. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28087. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28088. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28089. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28090. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28091. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28092. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28093. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28094. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28095. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28096. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28097. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28098. /**
  28099. * Decorator used to define property that can be serialized as reference to a camera
  28100. * @param sourceName defines the name of the property to decorate
  28101. */
  28102. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28103. /**
  28104. * Class used to help serialization objects
  28105. */
  28106. export class SerializationHelper {
  28107. /** @hidden */
  28108. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28109. /** @hidden */
  28110. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28111. /** @hidden */
  28112. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28113. /** @hidden */
  28114. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28115. /**
  28116. * Appends the serialized animations from the source animations
  28117. * @param source Source containing the animations
  28118. * @param destination Target to store the animations
  28119. */
  28120. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28121. /**
  28122. * Static function used to serialized a specific entity
  28123. * @param entity defines the entity to serialize
  28124. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28125. * @returns a JSON compatible object representing the serialization of the entity
  28126. */
  28127. static Serialize<T>(entity: T, serializationObject?: any): any;
  28128. /**
  28129. * Creates a new entity from a serialization data object
  28130. * @param creationFunction defines a function used to instanciated the new entity
  28131. * @param source defines the source serialization data
  28132. * @param scene defines the hosting scene
  28133. * @param rootUrl defines the root url for resources
  28134. * @returns a new entity
  28135. */
  28136. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28137. /**
  28138. * Clones an object
  28139. * @param creationFunction defines the function used to instanciate the new object
  28140. * @param source defines the source object
  28141. * @returns the cloned object
  28142. */
  28143. static Clone<T>(creationFunction: () => T, source: T): T;
  28144. /**
  28145. * Instanciates a new object based on a source one (some data will be shared between both object)
  28146. * @param creationFunction defines the function used to instanciate the new object
  28147. * @param source defines the source object
  28148. * @returns the new object
  28149. */
  28150. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28151. }
  28152. }
  28153. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28154. import { Nullable } from "babylonjs/types";
  28155. /**
  28156. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28157. */
  28158. export interface CubeMapInfo {
  28159. /**
  28160. * The pixel array for the front face.
  28161. * This is stored in format, left to right, up to down format.
  28162. */
  28163. front: Nullable<ArrayBufferView>;
  28164. /**
  28165. * The pixel array for the back face.
  28166. * This is stored in format, left to right, up to down format.
  28167. */
  28168. back: Nullable<ArrayBufferView>;
  28169. /**
  28170. * The pixel array for the left face.
  28171. * This is stored in format, left to right, up to down format.
  28172. */
  28173. left: Nullable<ArrayBufferView>;
  28174. /**
  28175. * The pixel array for the right face.
  28176. * This is stored in format, left to right, up to down format.
  28177. */
  28178. right: Nullable<ArrayBufferView>;
  28179. /**
  28180. * The pixel array for the up face.
  28181. * This is stored in format, left to right, up to down format.
  28182. */
  28183. up: Nullable<ArrayBufferView>;
  28184. /**
  28185. * The pixel array for the down face.
  28186. * This is stored in format, left to right, up to down format.
  28187. */
  28188. down: Nullable<ArrayBufferView>;
  28189. /**
  28190. * The size of the cubemap stored.
  28191. *
  28192. * Each faces will be size * size pixels.
  28193. */
  28194. size: number;
  28195. /**
  28196. * The format of the texture.
  28197. *
  28198. * RGBA, RGB.
  28199. */
  28200. format: number;
  28201. /**
  28202. * The type of the texture data.
  28203. *
  28204. * UNSIGNED_INT, FLOAT.
  28205. */
  28206. type: number;
  28207. /**
  28208. * Specifies whether the texture is in gamma space.
  28209. */
  28210. gammaSpace: boolean;
  28211. }
  28212. /**
  28213. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28214. */
  28215. export class PanoramaToCubeMapTools {
  28216. private static FACE_FRONT;
  28217. private static FACE_BACK;
  28218. private static FACE_RIGHT;
  28219. private static FACE_LEFT;
  28220. private static FACE_DOWN;
  28221. private static FACE_UP;
  28222. /**
  28223. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28224. *
  28225. * @param float32Array The source data.
  28226. * @param inputWidth The width of the input panorama.
  28227. * @param inputHeight The height of the input panorama.
  28228. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28229. * @return The cubemap data
  28230. */
  28231. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28232. private static CreateCubemapTexture;
  28233. private static CalcProjectionSpherical;
  28234. }
  28235. }
  28236. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28237. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28238. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28239. import { Nullable } from "babylonjs/types";
  28240. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28241. /**
  28242. * Helper class dealing with the extraction of spherical polynomial dataArray
  28243. * from a cube map.
  28244. */
  28245. export class CubeMapToSphericalPolynomialTools {
  28246. private static FileFaces;
  28247. /**
  28248. * Converts a texture to the according Spherical Polynomial data.
  28249. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28250. *
  28251. * @param texture The texture to extract the information from.
  28252. * @return The Spherical Polynomial data.
  28253. */
  28254. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28255. /**
  28256. * Converts a cubemap to the according Spherical Polynomial data.
  28257. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28258. *
  28259. * @param cubeInfo The Cube map to extract the information from.
  28260. * @return The Spherical Polynomial data.
  28261. */
  28262. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28263. }
  28264. }
  28265. declare module "babylonjs/Misc/guid" {
  28266. /**
  28267. * Class used to manipulate GUIDs
  28268. */
  28269. export class GUID {
  28270. /**
  28271. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28272. * Be aware Math.random() could cause collisions, but:
  28273. * "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"
  28274. * @returns a pseudo random id
  28275. */
  28276. static RandomId(): string;
  28277. }
  28278. }
  28279. declare module "babylonjs/Materials/Textures/baseTexture" {
  28280. import { Observable } from "babylonjs/Misc/observable";
  28281. import { Nullable } from "babylonjs/types";
  28282. import { Scene } from "babylonjs/scene";
  28283. import { Matrix } from "babylonjs/Maths/math.vector";
  28284. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28285. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28286. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28287. import { ISize } from "babylonjs/Maths/math.size";
  28288. /**
  28289. * Base class of all the textures in babylon.
  28290. * It groups all the common properties the materials, post process, lights... might need
  28291. * in order to make a correct use of the texture.
  28292. */
  28293. export class BaseTexture implements IAnimatable {
  28294. /**
  28295. * Default anisotropic filtering level for the application.
  28296. * It is set to 4 as a good tradeoff between perf and quality.
  28297. */
  28298. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28299. /**
  28300. * Gets or sets the unique id of the texture
  28301. */
  28302. uniqueId: number;
  28303. /**
  28304. * Define the name of the texture.
  28305. */
  28306. name: string;
  28307. /**
  28308. * Gets or sets an object used to store user defined information.
  28309. */
  28310. metadata: any;
  28311. /**
  28312. * For internal use only. Please do not use.
  28313. */
  28314. reservedDataStore: any;
  28315. private _hasAlpha;
  28316. /**
  28317. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28318. */
  28319. hasAlpha: boolean;
  28320. /**
  28321. * Defines if the alpha value should be determined via the rgb values.
  28322. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28323. */
  28324. getAlphaFromRGB: boolean;
  28325. /**
  28326. * Intensity or strength of the texture.
  28327. * It is commonly used by materials to fine tune the intensity of the texture
  28328. */
  28329. level: number;
  28330. /**
  28331. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28332. * This is part of the texture as textures usually maps to one uv set.
  28333. */
  28334. coordinatesIndex: number;
  28335. private _coordinatesMode;
  28336. /**
  28337. * How a texture is mapped.
  28338. *
  28339. * | Value | Type | Description |
  28340. * | ----- | ----------------------------------- | ----------- |
  28341. * | 0 | EXPLICIT_MODE | |
  28342. * | 1 | SPHERICAL_MODE | |
  28343. * | 2 | PLANAR_MODE | |
  28344. * | 3 | CUBIC_MODE | |
  28345. * | 4 | PROJECTION_MODE | |
  28346. * | 5 | SKYBOX_MODE | |
  28347. * | 6 | INVCUBIC_MODE | |
  28348. * | 7 | EQUIRECTANGULAR_MODE | |
  28349. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28350. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28351. */
  28352. coordinatesMode: number;
  28353. /**
  28354. * | Value | Type | Description |
  28355. * | ----- | ------------------ | ----------- |
  28356. * | 0 | CLAMP_ADDRESSMODE | |
  28357. * | 1 | WRAP_ADDRESSMODE | |
  28358. * | 2 | MIRROR_ADDRESSMODE | |
  28359. */
  28360. wrapU: number;
  28361. /**
  28362. * | Value | Type | Description |
  28363. * | ----- | ------------------ | ----------- |
  28364. * | 0 | CLAMP_ADDRESSMODE | |
  28365. * | 1 | WRAP_ADDRESSMODE | |
  28366. * | 2 | MIRROR_ADDRESSMODE | |
  28367. */
  28368. wrapV: number;
  28369. /**
  28370. * | Value | Type | Description |
  28371. * | ----- | ------------------ | ----------- |
  28372. * | 0 | CLAMP_ADDRESSMODE | |
  28373. * | 1 | WRAP_ADDRESSMODE | |
  28374. * | 2 | MIRROR_ADDRESSMODE | |
  28375. */
  28376. wrapR: number;
  28377. /**
  28378. * With compliant hardware and browser (supporting anisotropic filtering)
  28379. * this defines the level of anisotropic filtering in the texture.
  28380. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28381. */
  28382. anisotropicFilteringLevel: number;
  28383. /**
  28384. * Define if the texture is a cube texture or if false a 2d texture.
  28385. */
  28386. isCube: boolean;
  28387. /**
  28388. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28389. */
  28390. is3D: boolean;
  28391. /**
  28392. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28393. * HDR texture are usually stored in linear space.
  28394. * This only impacts the PBR and Background materials
  28395. */
  28396. gammaSpace: boolean;
  28397. /**
  28398. * Gets whether or not the texture contains RGBD data.
  28399. */
  28400. readonly isRGBD: boolean;
  28401. /**
  28402. * Is Z inverted in the texture (useful in a cube texture).
  28403. */
  28404. invertZ: boolean;
  28405. /**
  28406. * Are mip maps generated for this texture or not.
  28407. */
  28408. readonly noMipmap: boolean;
  28409. /**
  28410. * @hidden
  28411. */
  28412. lodLevelInAlpha: boolean;
  28413. /**
  28414. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28415. */
  28416. lodGenerationOffset: number;
  28417. /**
  28418. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28419. */
  28420. lodGenerationScale: number;
  28421. /**
  28422. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28423. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28424. * average roughness values.
  28425. */
  28426. linearSpecularLOD: boolean;
  28427. /**
  28428. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28429. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28430. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28431. */
  28432. irradianceTexture: Nullable<BaseTexture>;
  28433. /**
  28434. * Define if the texture is a render target.
  28435. */
  28436. isRenderTarget: boolean;
  28437. /**
  28438. * Define the unique id of the texture in the scene.
  28439. */
  28440. readonly uid: string;
  28441. /**
  28442. * Return a string representation of the texture.
  28443. * @returns the texture as a string
  28444. */
  28445. toString(): string;
  28446. /**
  28447. * Get the class name of the texture.
  28448. * @returns "BaseTexture"
  28449. */
  28450. getClassName(): string;
  28451. /**
  28452. * Define the list of animation attached to the texture.
  28453. */
  28454. animations: import("babylonjs/Animations/animation").Animation[];
  28455. /**
  28456. * An event triggered when the texture is disposed.
  28457. */
  28458. onDisposeObservable: Observable<BaseTexture>;
  28459. private _onDisposeObserver;
  28460. /**
  28461. * Callback triggered when the texture has been disposed.
  28462. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28463. */
  28464. onDispose: () => void;
  28465. /**
  28466. * Define the current state of the loading sequence when in delayed load mode.
  28467. */
  28468. delayLoadState: number;
  28469. private _scene;
  28470. /** @hidden */
  28471. _texture: Nullable<InternalTexture>;
  28472. private _uid;
  28473. /**
  28474. * Define if the texture is preventinga material to render or not.
  28475. * If not and the texture is not ready, the engine will use a default black texture instead.
  28476. */
  28477. readonly isBlocking: boolean;
  28478. /**
  28479. * Instantiates a new BaseTexture.
  28480. * Base class of all the textures in babylon.
  28481. * It groups all the common properties the materials, post process, lights... might need
  28482. * in order to make a correct use of the texture.
  28483. * @param scene Define the scene the texture blongs to
  28484. */
  28485. constructor(scene: Nullable<Scene>);
  28486. /**
  28487. * Get the scene the texture belongs to.
  28488. * @returns the scene or null if undefined
  28489. */
  28490. getScene(): Nullable<Scene>;
  28491. /**
  28492. * Get the texture transform matrix used to offset tile the texture for istance.
  28493. * @returns the transformation matrix
  28494. */
  28495. getTextureMatrix(): Matrix;
  28496. /**
  28497. * Get the texture reflection matrix used to rotate/transform the reflection.
  28498. * @returns the reflection matrix
  28499. */
  28500. getReflectionTextureMatrix(): Matrix;
  28501. /**
  28502. * Get the underlying lower level texture from Babylon.
  28503. * @returns the insternal texture
  28504. */
  28505. getInternalTexture(): Nullable<InternalTexture>;
  28506. /**
  28507. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28508. * @returns true if ready or not blocking
  28509. */
  28510. isReadyOrNotBlocking(): boolean;
  28511. /**
  28512. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28513. * @returns true if fully ready
  28514. */
  28515. isReady(): boolean;
  28516. private _cachedSize;
  28517. /**
  28518. * Get the size of the texture.
  28519. * @returns the texture size.
  28520. */
  28521. getSize(): ISize;
  28522. /**
  28523. * Get the base size of the texture.
  28524. * It can be different from the size if the texture has been resized for POT for instance
  28525. * @returns the base size
  28526. */
  28527. getBaseSize(): ISize;
  28528. /**
  28529. * Update the sampling mode of the texture.
  28530. * Default is Trilinear mode.
  28531. *
  28532. * | Value | Type | Description |
  28533. * | ----- | ------------------ | ----------- |
  28534. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28535. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28536. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28537. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28538. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28539. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28540. * | 7 | NEAREST_LINEAR | |
  28541. * | 8 | NEAREST_NEAREST | |
  28542. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28543. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28544. * | 11 | LINEAR_LINEAR | |
  28545. * | 12 | LINEAR_NEAREST | |
  28546. *
  28547. * > _mag_: magnification filter (close to the viewer)
  28548. * > _min_: minification filter (far from the viewer)
  28549. * > _mip_: filter used between mip map levels
  28550. *@param samplingMode Define the new sampling mode of the texture
  28551. */
  28552. updateSamplingMode(samplingMode: number): void;
  28553. /**
  28554. * Scales the texture if is `canRescale()`
  28555. * @param ratio the resize factor we want to use to rescale
  28556. */
  28557. scale(ratio: number): void;
  28558. /**
  28559. * Get if the texture can rescale.
  28560. */
  28561. readonly canRescale: boolean;
  28562. /** @hidden */
  28563. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28564. /** @hidden */
  28565. _rebuild(): void;
  28566. /**
  28567. * Triggers the load sequence in delayed load mode.
  28568. */
  28569. delayLoad(): void;
  28570. /**
  28571. * Clones the texture.
  28572. * @returns the cloned texture
  28573. */
  28574. clone(): Nullable<BaseTexture>;
  28575. /**
  28576. * Get the texture underlying type (INT, FLOAT...)
  28577. */
  28578. readonly textureType: number;
  28579. /**
  28580. * Get the texture underlying format (RGB, RGBA...)
  28581. */
  28582. readonly textureFormat: number;
  28583. /**
  28584. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28585. * This will returns an RGBA array buffer containing either in values (0-255) or
  28586. * float values (0-1) depending of the underlying buffer type.
  28587. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28588. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28589. * @param buffer defines a user defined buffer to fill with data (can be null)
  28590. * @returns The Array buffer containing the pixels data.
  28591. */
  28592. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28593. /**
  28594. * Release and destroy the underlying lower level texture aka internalTexture.
  28595. */
  28596. releaseInternalTexture(): void;
  28597. /**
  28598. * Get the polynomial representation of the texture data.
  28599. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28600. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28601. */
  28602. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28603. /** @hidden */
  28604. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28605. /** @hidden */
  28606. readonly _lodTextureMid: Nullable<BaseTexture>;
  28607. /** @hidden */
  28608. readonly _lodTextureLow: Nullable<BaseTexture>;
  28609. /**
  28610. * Dispose the texture and release its associated resources.
  28611. */
  28612. dispose(): void;
  28613. /**
  28614. * Serialize the texture into a JSON representation that can be parsed later on.
  28615. * @returns the JSON representation of the texture
  28616. */
  28617. serialize(): any;
  28618. /**
  28619. * Helper function to be called back once a list of texture contains only ready textures.
  28620. * @param textures Define the list of textures to wait for
  28621. * @param callback Define the callback triggered once the entire list will be ready
  28622. */
  28623. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28624. }
  28625. }
  28626. declare module "babylonjs/Materials/Textures/internalTexture" {
  28627. import { Observable } from "babylonjs/Misc/observable";
  28628. import { Nullable, int } from "babylonjs/types";
  28629. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28630. import { Engine } from "babylonjs/Engines/engine";
  28631. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28632. /**
  28633. * Class used to store data associated with WebGL texture data for the engine
  28634. * This class should not be used directly
  28635. */
  28636. export class InternalTexture {
  28637. /** @hidden */
  28638. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28639. /**
  28640. * The source of the texture data is unknown
  28641. */
  28642. static DATASOURCE_UNKNOWN: number;
  28643. /**
  28644. * Texture data comes from an URL
  28645. */
  28646. static DATASOURCE_URL: number;
  28647. /**
  28648. * Texture data is only used for temporary storage
  28649. */
  28650. static DATASOURCE_TEMP: number;
  28651. /**
  28652. * Texture data comes from raw data (ArrayBuffer)
  28653. */
  28654. static DATASOURCE_RAW: number;
  28655. /**
  28656. * Texture content is dynamic (video or dynamic texture)
  28657. */
  28658. static DATASOURCE_DYNAMIC: number;
  28659. /**
  28660. * Texture content is generated by rendering to it
  28661. */
  28662. static DATASOURCE_RENDERTARGET: number;
  28663. /**
  28664. * Texture content is part of a multi render target process
  28665. */
  28666. static DATASOURCE_MULTIRENDERTARGET: number;
  28667. /**
  28668. * Texture data comes from a cube data file
  28669. */
  28670. static DATASOURCE_CUBE: number;
  28671. /**
  28672. * Texture data comes from a raw cube data
  28673. */
  28674. static DATASOURCE_CUBERAW: number;
  28675. /**
  28676. * Texture data come from a prefiltered cube data file
  28677. */
  28678. static DATASOURCE_CUBEPREFILTERED: number;
  28679. /**
  28680. * Texture content is raw 3D data
  28681. */
  28682. static DATASOURCE_RAW3D: number;
  28683. /**
  28684. * Texture content is a depth texture
  28685. */
  28686. static DATASOURCE_DEPTHTEXTURE: number;
  28687. /**
  28688. * Texture data comes from a raw cube data encoded with RGBD
  28689. */
  28690. static DATASOURCE_CUBERAW_RGBD: number;
  28691. /**
  28692. * Defines if the texture is ready
  28693. */
  28694. isReady: boolean;
  28695. /**
  28696. * Defines if the texture is a cube texture
  28697. */
  28698. isCube: boolean;
  28699. /**
  28700. * Defines if the texture contains 3D data
  28701. */
  28702. is3D: boolean;
  28703. /**
  28704. * Defines if the texture contains multiview data
  28705. */
  28706. isMultiview: boolean;
  28707. /**
  28708. * Gets the URL used to load this texture
  28709. */
  28710. url: string;
  28711. /**
  28712. * Gets the sampling mode of the texture
  28713. */
  28714. samplingMode: number;
  28715. /**
  28716. * Gets a boolean indicating if the texture needs mipmaps generation
  28717. */
  28718. generateMipMaps: boolean;
  28719. /**
  28720. * Gets the number of samples used by the texture (WebGL2+ only)
  28721. */
  28722. samples: number;
  28723. /**
  28724. * Gets the type of the texture (int, float...)
  28725. */
  28726. type: number;
  28727. /**
  28728. * Gets the format of the texture (RGB, RGBA...)
  28729. */
  28730. format: number;
  28731. /**
  28732. * Observable called when the texture is loaded
  28733. */
  28734. onLoadedObservable: Observable<InternalTexture>;
  28735. /**
  28736. * Gets the width of the texture
  28737. */
  28738. width: number;
  28739. /**
  28740. * Gets the height of the texture
  28741. */
  28742. height: number;
  28743. /**
  28744. * Gets the depth of the texture
  28745. */
  28746. depth: number;
  28747. /**
  28748. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28749. */
  28750. baseWidth: number;
  28751. /**
  28752. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28753. */
  28754. baseHeight: number;
  28755. /**
  28756. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28757. */
  28758. baseDepth: number;
  28759. /**
  28760. * Gets a boolean indicating if the texture is inverted on Y axis
  28761. */
  28762. invertY: boolean;
  28763. /** @hidden */
  28764. _invertVScale: boolean;
  28765. /** @hidden */
  28766. _associatedChannel: number;
  28767. /** @hidden */
  28768. _dataSource: number;
  28769. /** @hidden */
  28770. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28771. /** @hidden */
  28772. _bufferView: Nullable<ArrayBufferView>;
  28773. /** @hidden */
  28774. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28775. /** @hidden */
  28776. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28777. /** @hidden */
  28778. _size: number;
  28779. /** @hidden */
  28780. _extension: string;
  28781. /** @hidden */
  28782. _files: Nullable<string[]>;
  28783. /** @hidden */
  28784. _workingCanvas: Nullable<HTMLCanvasElement>;
  28785. /** @hidden */
  28786. _workingContext: Nullable<CanvasRenderingContext2D>;
  28787. /** @hidden */
  28788. _framebuffer: Nullable<WebGLFramebuffer>;
  28789. /** @hidden */
  28790. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28791. /** @hidden */
  28792. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28793. /** @hidden */
  28794. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28795. /** @hidden */
  28796. _attachments: Nullable<number[]>;
  28797. /** @hidden */
  28798. _cachedCoordinatesMode: Nullable<number>;
  28799. /** @hidden */
  28800. _cachedWrapU: Nullable<number>;
  28801. /** @hidden */
  28802. _cachedWrapV: Nullable<number>;
  28803. /** @hidden */
  28804. _cachedWrapR: Nullable<number>;
  28805. /** @hidden */
  28806. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28807. /** @hidden */
  28808. _isDisabled: boolean;
  28809. /** @hidden */
  28810. _compression: Nullable<string>;
  28811. /** @hidden */
  28812. _generateStencilBuffer: boolean;
  28813. /** @hidden */
  28814. _generateDepthBuffer: boolean;
  28815. /** @hidden */
  28816. _comparisonFunction: number;
  28817. /** @hidden */
  28818. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28819. /** @hidden */
  28820. _lodGenerationScale: number;
  28821. /** @hidden */
  28822. _lodGenerationOffset: number;
  28823. /** @hidden */
  28824. _colorTextureArray: Nullable<WebGLTexture>;
  28825. /** @hidden */
  28826. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28827. /** @hidden */
  28828. _lodTextureHigh: Nullable<BaseTexture>;
  28829. /** @hidden */
  28830. _lodTextureMid: Nullable<BaseTexture>;
  28831. /** @hidden */
  28832. _lodTextureLow: Nullable<BaseTexture>;
  28833. /** @hidden */
  28834. _isRGBD: boolean;
  28835. /** @hidden */
  28836. _linearSpecularLOD: boolean;
  28837. /** @hidden */
  28838. _irradianceTexture: Nullable<BaseTexture>;
  28839. /** @hidden */
  28840. _webGLTexture: Nullable<WebGLTexture>;
  28841. /** @hidden */
  28842. _references: number;
  28843. private _engine;
  28844. /**
  28845. * Gets the Engine the texture belongs to.
  28846. * @returns The babylon engine
  28847. */
  28848. getEngine(): Engine;
  28849. /**
  28850. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28851. */
  28852. readonly dataSource: number;
  28853. /**
  28854. * Creates a new InternalTexture
  28855. * @param engine defines the engine to use
  28856. * @param dataSource defines the type of data that will be used
  28857. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28858. */
  28859. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28860. /**
  28861. * Increments the number of references (ie. the number of Texture that point to it)
  28862. */
  28863. incrementReferences(): void;
  28864. /**
  28865. * Change the size of the texture (not the size of the content)
  28866. * @param width defines the new width
  28867. * @param height defines the new height
  28868. * @param depth defines the new depth (1 by default)
  28869. */
  28870. updateSize(width: int, height: int, depth?: int): void;
  28871. /** @hidden */
  28872. _rebuild(): void;
  28873. /** @hidden */
  28874. _swapAndDie(target: InternalTexture): void;
  28875. /**
  28876. * Dispose the current allocated resources
  28877. */
  28878. dispose(): void;
  28879. }
  28880. }
  28881. declare module "babylonjs/Materials/effect" {
  28882. import { Observable } from "babylonjs/Misc/observable";
  28883. import { Nullable } from "babylonjs/types";
  28884. import { IDisposable } from "babylonjs/scene";
  28885. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28886. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28887. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28888. import { Engine } from "babylonjs/Engines/engine";
  28889. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28890. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28891. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28892. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28893. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28894. /**
  28895. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28896. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28897. */
  28898. export class EffectFallbacks {
  28899. private _defines;
  28900. private _currentRank;
  28901. private _maxRank;
  28902. private _mesh;
  28903. /**
  28904. * Removes the fallback from the bound mesh.
  28905. */
  28906. unBindMesh(): void;
  28907. /**
  28908. * Adds a fallback on the specified property.
  28909. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28910. * @param define The name of the define in the shader
  28911. */
  28912. addFallback(rank: number, define: string): void;
  28913. /**
  28914. * Sets the mesh to use CPU skinning when needing to fallback.
  28915. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28916. * @param mesh The mesh to use the fallbacks.
  28917. */
  28918. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28919. /**
  28920. * Checks to see if more fallbacks are still availible.
  28921. */
  28922. readonly isMoreFallbacks: boolean;
  28923. /**
  28924. * Removes the defines that should be removed when falling back.
  28925. * @param currentDefines defines the current define statements for the shader.
  28926. * @param effect defines the current effect we try to compile
  28927. * @returns The resulting defines with defines of the current rank removed.
  28928. */
  28929. reduce(currentDefines: string, effect: Effect): string;
  28930. }
  28931. /**
  28932. * Options to be used when creating an effect.
  28933. */
  28934. export class EffectCreationOptions {
  28935. /**
  28936. * Atrributes that will be used in the shader.
  28937. */
  28938. attributes: string[];
  28939. /**
  28940. * Uniform varible names that will be set in the shader.
  28941. */
  28942. uniformsNames: string[];
  28943. /**
  28944. * Uniform buffer varible names that will be set in the shader.
  28945. */
  28946. uniformBuffersNames: string[];
  28947. /**
  28948. * Sampler texture variable names that will be set in the shader.
  28949. */
  28950. samplers: string[];
  28951. /**
  28952. * Define statements that will be set in the shader.
  28953. */
  28954. defines: any;
  28955. /**
  28956. * Possible fallbacks for this effect to improve performance when needed.
  28957. */
  28958. fallbacks: Nullable<EffectFallbacks>;
  28959. /**
  28960. * Callback that will be called when the shader is compiled.
  28961. */
  28962. onCompiled: Nullable<(effect: Effect) => void>;
  28963. /**
  28964. * Callback that will be called if an error occurs during shader compilation.
  28965. */
  28966. onError: Nullable<(effect: Effect, errors: string) => void>;
  28967. /**
  28968. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28969. */
  28970. indexParameters: any;
  28971. /**
  28972. * Max number of lights that can be used in the shader.
  28973. */
  28974. maxSimultaneousLights: number;
  28975. /**
  28976. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28977. */
  28978. transformFeedbackVaryings: Nullable<string[]>;
  28979. }
  28980. /**
  28981. * Effect containing vertex and fragment shader that can be executed on an object.
  28982. */
  28983. export class Effect implements IDisposable {
  28984. /**
  28985. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28986. */
  28987. static ShadersRepository: string;
  28988. /**
  28989. * Name of the effect.
  28990. */
  28991. name: any;
  28992. /**
  28993. * String container all the define statements that should be set on the shader.
  28994. */
  28995. defines: string;
  28996. /**
  28997. * Callback that will be called when the shader is compiled.
  28998. */
  28999. onCompiled: Nullable<(effect: Effect) => void>;
  29000. /**
  29001. * Callback that will be called if an error occurs during shader compilation.
  29002. */
  29003. onError: Nullable<(effect: Effect, errors: string) => void>;
  29004. /**
  29005. * Callback that will be called when effect is bound.
  29006. */
  29007. onBind: Nullable<(effect: Effect) => void>;
  29008. /**
  29009. * Unique ID of the effect.
  29010. */
  29011. uniqueId: number;
  29012. /**
  29013. * Observable that will be called when the shader is compiled.
  29014. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29015. */
  29016. onCompileObservable: Observable<Effect>;
  29017. /**
  29018. * Observable that will be called if an error occurs during shader compilation.
  29019. */
  29020. onErrorObservable: Observable<Effect>;
  29021. /** @hidden */
  29022. _onBindObservable: Nullable<Observable<Effect>>;
  29023. /**
  29024. * Observable that will be called when effect is bound.
  29025. */
  29026. readonly onBindObservable: Observable<Effect>;
  29027. /** @hidden */
  29028. _bonesComputationForcedToCPU: boolean;
  29029. private static _uniqueIdSeed;
  29030. private _engine;
  29031. private _uniformBuffersNames;
  29032. private _uniformsNames;
  29033. private _samplerList;
  29034. private _samplers;
  29035. private _isReady;
  29036. private _compilationError;
  29037. private _attributesNames;
  29038. private _attributes;
  29039. private _uniforms;
  29040. /**
  29041. * Key for the effect.
  29042. * @hidden
  29043. */
  29044. _key: string;
  29045. private _indexParameters;
  29046. private _fallbacks;
  29047. private _vertexSourceCode;
  29048. private _fragmentSourceCode;
  29049. private _vertexSourceCodeOverride;
  29050. private _fragmentSourceCodeOverride;
  29051. private _transformFeedbackVaryings;
  29052. /**
  29053. * Compiled shader to webGL program.
  29054. * @hidden
  29055. */
  29056. _pipelineContext: Nullable<IPipelineContext>;
  29057. private _valueCache;
  29058. private static _baseCache;
  29059. /**
  29060. * Instantiates an effect.
  29061. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29062. * @param baseName Name of the effect.
  29063. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29064. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29065. * @param samplers List of sampler variables that will be passed to the shader.
  29066. * @param engine Engine to be used to render the effect
  29067. * @param defines Define statements to be added to the shader.
  29068. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29069. * @param onCompiled Callback that will be called when the shader is compiled.
  29070. * @param onError Callback that will be called if an error occurs during shader compilation.
  29071. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29072. */
  29073. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29074. private _useFinalCode;
  29075. /**
  29076. * Unique key for this effect
  29077. */
  29078. readonly key: string;
  29079. /**
  29080. * If the effect has been compiled and prepared.
  29081. * @returns if the effect is compiled and prepared.
  29082. */
  29083. isReady(): boolean;
  29084. /**
  29085. * The engine the effect was initialized with.
  29086. * @returns the engine.
  29087. */
  29088. getEngine(): Engine;
  29089. /**
  29090. * The pipeline context for this effect
  29091. * @returns the associated pipeline context
  29092. */
  29093. getPipelineContext(): Nullable<IPipelineContext>;
  29094. /**
  29095. * The set of names of attribute variables for the shader.
  29096. * @returns An array of attribute names.
  29097. */
  29098. getAttributesNames(): string[];
  29099. /**
  29100. * Returns the attribute at the given index.
  29101. * @param index The index of the attribute.
  29102. * @returns The location of the attribute.
  29103. */
  29104. getAttributeLocation(index: number): number;
  29105. /**
  29106. * Returns the attribute based on the name of the variable.
  29107. * @param name of the attribute to look up.
  29108. * @returns the attribute location.
  29109. */
  29110. getAttributeLocationByName(name: string): number;
  29111. /**
  29112. * The number of attributes.
  29113. * @returns the numnber of attributes.
  29114. */
  29115. getAttributesCount(): number;
  29116. /**
  29117. * Gets the index of a uniform variable.
  29118. * @param uniformName of the uniform to look up.
  29119. * @returns the index.
  29120. */
  29121. getUniformIndex(uniformName: string): number;
  29122. /**
  29123. * Returns the attribute based on the name of the variable.
  29124. * @param uniformName of the uniform to look up.
  29125. * @returns the location of the uniform.
  29126. */
  29127. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29128. /**
  29129. * Returns an array of sampler variable names
  29130. * @returns The array of sampler variable neames.
  29131. */
  29132. getSamplers(): string[];
  29133. /**
  29134. * The error from the last compilation.
  29135. * @returns the error string.
  29136. */
  29137. getCompilationError(): string;
  29138. /**
  29139. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29140. * @param func The callback to be used.
  29141. */
  29142. executeWhenCompiled(func: (effect: Effect) => void): void;
  29143. private _checkIsReady;
  29144. /** @hidden */
  29145. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29146. /** @hidden */
  29147. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29148. /** @hidden */
  29149. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29150. /**
  29151. * Recompiles the webGL program
  29152. * @param vertexSourceCode The source code for the vertex shader.
  29153. * @param fragmentSourceCode The source code for the fragment shader.
  29154. * @param onCompiled Callback called when completed.
  29155. * @param onError Callback called on error.
  29156. * @hidden
  29157. */
  29158. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29159. /**
  29160. * Prepares the effect
  29161. * @hidden
  29162. */
  29163. _prepareEffect(): void;
  29164. /**
  29165. * Checks if the effect is supported. (Must be called after compilation)
  29166. */
  29167. readonly isSupported: boolean;
  29168. /**
  29169. * Binds a texture to the engine to be used as output of the shader.
  29170. * @param channel Name of the output variable.
  29171. * @param texture Texture to bind.
  29172. * @hidden
  29173. */
  29174. _bindTexture(channel: string, texture: InternalTexture): void;
  29175. /**
  29176. * Sets a texture on the engine to be used in the shader.
  29177. * @param channel Name of the sampler variable.
  29178. * @param texture Texture to set.
  29179. */
  29180. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29181. /**
  29182. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29183. * @param channel Name of the sampler variable.
  29184. * @param texture Texture to set.
  29185. */
  29186. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29187. /**
  29188. * Sets an array of textures on the engine to be used in the shader.
  29189. * @param channel Name of the variable.
  29190. * @param textures Textures to set.
  29191. */
  29192. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29193. /**
  29194. * 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)
  29195. * @param channel Name of the sampler variable.
  29196. * @param postProcess Post process to get the input texture from.
  29197. */
  29198. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29199. /**
  29200. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29201. * 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)
  29202. * @param channel Name of the sampler variable.
  29203. * @param postProcess Post process to get the output texture from.
  29204. */
  29205. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29206. /** @hidden */
  29207. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29208. /** @hidden */
  29209. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29210. /** @hidden */
  29211. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29212. /** @hidden */
  29213. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29214. /**
  29215. * Binds a buffer to a uniform.
  29216. * @param buffer Buffer to bind.
  29217. * @param name Name of the uniform variable to bind to.
  29218. */
  29219. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29220. /**
  29221. * Binds block to a uniform.
  29222. * @param blockName Name of the block to bind.
  29223. * @param index Index to bind.
  29224. */
  29225. bindUniformBlock(blockName: string, index: number): void;
  29226. /**
  29227. * Sets an interger value on a uniform variable.
  29228. * @param uniformName Name of the variable.
  29229. * @param value Value to be set.
  29230. * @returns this effect.
  29231. */
  29232. setInt(uniformName: string, value: number): Effect;
  29233. /**
  29234. * Sets an int array on a uniform variable.
  29235. * @param uniformName Name of the variable.
  29236. * @param array array to be set.
  29237. * @returns this effect.
  29238. */
  29239. setIntArray(uniformName: string, array: Int32Array): Effect;
  29240. /**
  29241. * 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)
  29242. * @param uniformName Name of the variable.
  29243. * @param array array to be set.
  29244. * @returns this effect.
  29245. */
  29246. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29247. /**
  29248. * 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)
  29249. * @param uniformName Name of the variable.
  29250. * @param array array to be set.
  29251. * @returns this effect.
  29252. */
  29253. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29254. /**
  29255. * 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)
  29256. * @param uniformName Name of the variable.
  29257. * @param array array to be set.
  29258. * @returns this effect.
  29259. */
  29260. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29261. /**
  29262. * Sets an float array on a uniform variable.
  29263. * @param uniformName Name of the variable.
  29264. * @param array array to be set.
  29265. * @returns this effect.
  29266. */
  29267. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29268. /**
  29269. * 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)
  29270. * @param uniformName Name of the variable.
  29271. * @param array array to be set.
  29272. * @returns this effect.
  29273. */
  29274. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29275. /**
  29276. * 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)
  29277. * @param uniformName Name of the variable.
  29278. * @param array array to be set.
  29279. * @returns this effect.
  29280. */
  29281. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29282. /**
  29283. * 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)
  29284. * @param uniformName Name of the variable.
  29285. * @param array array to be set.
  29286. * @returns this effect.
  29287. */
  29288. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29289. /**
  29290. * Sets an array on a uniform variable.
  29291. * @param uniformName Name of the variable.
  29292. * @param array array to be set.
  29293. * @returns this effect.
  29294. */
  29295. setArray(uniformName: string, array: number[]): Effect;
  29296. /**
  29297. * 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)
  29298. * @param uniformName Name of the variable.
  29299. * @param array array to be set.
  29300. * @returns this effect.
  29301. */
  29302. setArray2(uniformName: string, array: number[]): Effect;
  29303. /**
  29304. * 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)
  29305. * @param uniformName Name of the variable.
  29306. * @param array array to be set.
  29307. * @returns this effect.
  29308. */
  29309. setArray3(uniformName: string, array: number[]): Effect;
  29310. /**
  29311. * 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)
  29312. * @param uniformName Name of the variable.
  29313. * @param array array to be set.
  29314. * @returns this effect.
  29315. */
  29316. setArray4(uniformName: string, array: number[]): Effect;
  29317. /**
  29318. * Sets matrices on a uniform variable.
  29319. * @param uniformName Name of the variable.
  29320. * @param matrices matrices to be set.
  29321. * @returns this effect.
  29322. */
  29323. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29324. /**
  29325. * Sets matrix on a uniform variable.
  29326. * @param uniformName Name of the variable.
  29327. * @param matrix matrix to be set.
  29328. * @returns this effect.
  29329. */
  29330. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29331. /**
  29332. * 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)
  29333. * @param uniformName Name of the variable.
  29334. * @param matrix matrix to be set.
  29335. * @returns this effect.
  29336. */
  29337. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29338. /**
  29339. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29340. * @param uniformName Name of the variable.
  29341. * @param matrix matrix to be set.
  29342. * @returns this effect.
  29343. */
  29344. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29345. /**
  29346. * Sets a float on a uniform variable.
  29347. * @param uniformName Name of the variable.
  29348. * @param value value to be set.
  29349. * @returns this effect.
  29350. */
  29351. setFloat(uniformName: string, value: number): Effect;
  29352. /**
  29353. * Sets a boolean on a uniform variable.
  29354. * @param uniformName Name of the variable.
  29355. * @param bool value to be set.
  29356. * @returns this effect.
  29357. */
  29358. setBool(uniformName: string, bool: boolean): Effect;
  29359. /**
  29360. * Sets a Vector2 on a uniform variable.
  29361. * @param uniformName Name of the variable.
  29362. * @param vector2 vector2 to be set.
  29363. * @returns this effect.
  29364. */
  29365. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29366. /**
  29367. * Sets a float2 on a uniform variable.
  29368. * @param uniformName Name of the variable.
  29369. * @param x First float in float2.
  29370. * @param y Second float in float2.
  29371. * @returns this effect.
  29372. */
  29373. setFloat2(uniformName: string, x: number, y: number): Effect;
  29374. /**
  29375. * Sets a Vector3 on a uniform variable.
  29376. * @param uniformName Name of the variable.
  29377. * @param vector3 Value to be set.
  29378. * @returns this effect.
  29379. */
  29380. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29381. /**
  29382. * Sets a float3 on a uniform variable.
  29383. * @param uniformName Name of the variable.
  29384. * @param x First float in float3.
  29385. * @param y Second float in float3.
  29386. * @param z Third float in float3.
  29387. * @returns this effect.
  29388. */
  29389. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29390. /**
  29391. * Sets a Vector4 on a uniform variable.
  29392. * @param uniformName Name of the variable.
  29393. * @param vector4 Value to be set.
  29394. * @returns this effect.
  29395. */
  29396. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29397. /**
  29398. * Sets a float4 on a uniform variable.
  29399. * @param uniformName Name of the variable.
  29400. * @param x First float in float4.
  29401. * @param y Second float in float4.
  29402. * @param z Third float in float4.
  29403. * @param w Fourth float in float4.
  29404. * @returns this effect.
  29405. */
  29406. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29407. /**
  29408. * Sets a Color3 on a uniform variable.
  29409. * @param uniformName Name of the variable.
  29410. * @param color3 Value to be set.
  29411. * @returns this effect.
  29412. */
  29413. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29414. /**
  29415. * Sets a Color4 on a uniform variable.
  29416. * @param uniformName Name of the variable.
  29417. * @param color3 Value to be set.
  29418. * @param alpha Alpha value to be set.
  29419. * @returns this effect.
  29420. */
  29421. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29422. /**
  29423. * Sets a Color4 on a uniform variable
  29424. * @param uniformName defines the name of the variable
  29425. * @param color4 defines the value to be set
  29426. * @returns this effect.
  29427. */
  29428. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29429. /** Release all associated resources */
  29430. dispose(): void;
  29431. /**
  29432. * This function will add a new shader to the shader store
  29433. * @param name the name of the shader
  29434. * @param pixelShader optional pixel shader content
  29435. * @param vertexShader optional vertex shader content
  29436. */
  29437. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29438. /**
  29439. * Store of each shader (The can be looked up using effect.key)
  29440. */
  29441. static ShadersStore: {
  29442. [key: string]: string;
  29443. };
  29444. /**
  29445. * Store of each included file for a shader (The can be looked up using effect.key)
  29446. */
  29447. static IncludesShadersStore: {
  29448. [key: string]: string;
  29449. };
  29450. /**
  29451. * Resets the cache of effects.
  29452. */
  29453. static ResetCache(): void;
  29454. }
  29455. }
  29456. declare module "babylonjs/Materials/uniformBuffer" {
  29457. import { Nullable, FloatArray } from "babylonjs/types";
  29458. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29459. import { Engine } from "babylonjs/Engines/engine";
  29460. import { Effect } from "babylonjs/Materials/effect";
  29461. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29462. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29463. import { Color3 } from "babylonjs/Maths/math.color";
  29464. /**
  29465. * Uniform buffer objects.
  29466. *
  29467. * Handles blocks of uniform on the GPU.
  29468. *
  29469. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29470. *
  29471. * For more information, please refer to :
  29472. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29473. */
  29474. export class UniformBuffer {
  29475. private _engine;
  29476. private _buffer;
  29477. private _data;
  29478. private _bufferData;
  29479. private _dynamic?;
  29480. private _uniformLocations;
  29481. private _uniformSizes;
  29482. private _uniformLocationPointer;
  29483. private _needSync;
  29484. private _noUBO;
  29485. private _currentEffect;
  29486. private static _MAX_UNIFORM_SIZE;
  29487. private static _tempBuffer;
  29488. /**
  29489. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29490. * This is dynamic to allow compat with webgl 1 and 2.
  29491. * You will need to pass the name of the uniform as well as the value.
  29492. */
  29493. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29494. /**
  29495. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29496. * This is dynamic to allow compat with webgl 1 and 2.
  29497. * You will need to pass the name of the uniform as well as the value.
  29498. */
  29499. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29500. /**
  29501. * Lambda to Update a single float in a uniform buffer.
  29502. * This is dynamic to allow compat with webgl 1 and 2.
  29503. * You will need to pass the name of the uniform as well as the value.
  29504. */
  29505. updateFloat: (name: string, x: number) => void;
  29506. /**
  29507. * Lambda to Update a vec2 of float in a uniform buffer.
  29508. * This is dynamic to allow compat with webgl 1 and 2.
  29509. * You will need to pass the name of the uniform as well as the value.
  29510. */
  29511. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29512. /**
  29513. * Lambda to Update a vec3 of float in a uniform buffer.
  29514. * This is dynamic to allow compat with webgl 1 and 2.
  29515. * You will need to pass the name of the uniform as well as the value.
  29516. */
  29517. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29518. /**
  29519. * Lambda to Update a vec4 of float in a uniform buffer.
  29520. * This is dynamic to allow compat with webgl 1 and 2.
  29521. * You will need to pass the name of the uniform as well as the value.
  29522. */
  29523. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29524. /**
  29525. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29526. * This is dynamic to allow compat with webgl 1 and 2.
  29527. * You will need to pass the name of the uniform as well as the value.
  29528. */
  29529. updateMatrix: (name: string, mat: Matrix) => void;
  29530. /**
  29531. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29532. * This is dynamic to allow compat with webgl 1 and 2.
  29533. * You will need to pass the name of the uniform as well as the value.
  29534. */
  29535. updateVector3: (name: string, vector: Vector3) => void;
  29536. /**
  29537. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29538. * This is dynamic to allow compat with webgl 1 and 2.
  29539. * You will need to pass the name of the uniform as well as the value.
  29540. */
  29541. updateVector4: (name: string, vector: Vector4) => void;
  29542. /**
  29543. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29544. * This is dynamic to allow compat with webgl 1 and 2.
  29545. * You will need to pass the name of the uniform as well as the value.
  29546. */
  29547. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29548. /**
  29549. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29550. * This is dynamic to allow compat with webgl 1 and 2.
  29551. * You will need to pass the name of the uniform as well as the value.
  29552. */
  29553. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29554. /**
  29555. * Instantiates a new Uniform buffer objects.
  29556. *
  29557. * Handles blocks of uniform on the GPU.
  29558. *
  29559. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29560. *
  29561. * For more information, please refer to :
  29562. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29563. * @param engine Define the engine the buffer is associated with
  29564. * @param data Define the data contained in the buffer
  29565. * @param dynamic Define if the buffer is updatable
  29566. */
  29567. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29568. /**
  29569. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29570. * or just falling back on setUniformXXX calls.
  29571. */
  29572. readonly useUbo: boolean;
  29573. /**
  29574. * Indicates if the WebGL underlying uniform buffer is in sync
  29575. * with the javascript cache data.
  29576. */
  29577. readonly isSync: boolean;
  29578. /**
  29579. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29580. * Also, a dynamic UniformBuffer will disable cache verification and always
  29581. * update the underlying WebGL uniform buffer to the GPU.
  29582. * @returns if Dynamic, otherwise false
  29583. */
  29584. isDynamic(): boolean;
  29585. /**
  29586. * The data cache on JS side.
  29587. * @returns the underlying data as a float array
  29588. */
  29589. getData(): Float32Array;
  29590. /**
  29591. * The underlying WebGL Uniform buffer.
  29592. * @returns the webgl buffer
  29593. */
  29594. getBuffer(): Nullable<DataBuffer>;
  29595. /**
  29596. * std140 layout specifies how to align data within an UBO structure.
  29597. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29598. * for specs.
  29599. */
  29600. private _fillAlignment;
  29601. /**
  29602. * Adds an uniform in the buffer.
  29603. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29604. * for the layout to be correct !
  29605. * @param name Name of the uniform, as used in the uniform block in the shader.
  29606. * @param size Data size, or data directly.
  29607. */
  29608. addUniform(name: string, size: number | number[]): void;
  29609. /**
  29610. * Adds a Matrix 4x4 to the uniform buffer.
  29611. * @param name Name of the uniform, as used in the uniform block in the shader.
  29612. * @param mat A 4x4 matrix.
  29613. */
  29614. addMatrix(name: string, mat: Matrix): void;
  29615. /**
  29616. * Adds a vec2 to the uniform buffer.
  29617. * @param name Name of the uniform, as used in the uniform block in the shader.
  29618. * @param x Define the x component value of the vec2
  29619. * @param y Define the y component value of the vec2
  29620. */
  29621. addFloat2(name: string, x: number, y: number): void;
  29622. /**
  29623. * Adds a vec3 to the uniform buffer.
  29624. * @param name Name of the uniform, as used in the uniform block in the shader.
  29625. * @param x Define the x component value of the vec3
  29626. * @param y Define the y component value of the vec3
  29627. * @param z Define the z component value of the vec3
  29628. */
  29629. addFloat3(name: string, x: number, y: number, z: number): void;
  29630. /**
  29631. * Adds a vec3 to the uniform buffer.
  29632. * @param name Name of the uniform, as used in the uniform block in the shader.
  29633. * @param color Define the vec3 from a Color
  29634. */
  29635. addColor3(name: string, color: Color3): void;
  29636. /**
  29637. * Adds a vec4 to the uniform buffer.
  29638. * @param name Name of the uniform, as used in the uniform block in the shader.
  29639. * @param color Define the rgb components from a Color
  29640. * @param alpha Define the a component of the vec4
  29641. */
  29642. addColor4(name: string, color: Color3, alpha: number): void;
  29643. /**
  29644. * Adds a vec3 to the uniform buffer.
  29645. * @param name Name of the uniform, as used in the uniform block in the shader.
  29646. * @param vector Define the vec3 components from a Vector
  29647. */
  29648. addVector3(name: string, vector: Vector3): void;
  29649. /**
  29650. * Adds a Matrix 3x3 to the uniform buffer.
  29651. * @param name Name of the uniform, as used in the uniform block in the shader.
  29652. */
  29653. addMatrix3x3(name: string): void;
  29654. /**
  29655. * Adds a Matrix 2x2 to the uniform buffer.
  29656. * @param name Name of the uniform, as used in the uniform block in the shader.
  29657. */
  29658. addMatrix2x2(name: string): void;
  29659. /**
  29660. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29661. */
  29662. create(): void;
  29663. /** @hidden */
  29664. _rebuild(): void;
  29665. /**
  29666. * Updates the WebGL Uniform Buffer on the GPU.
  29667. * If the `dynamic` flag is set to true, no cache comparison is done.
  29668. * Otherwise, the buffer will be updated only if the cache differs.
  29669. */
  29670. update(): void;
  29671. /**
  29672. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29673. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29674. * @param data Define the flattened data
  29675. * @param size Define the size of the data.
  29676. */
  29677. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29678. private _updateMatrix3x3ForUniform;
  29679. private _updateMatrix3x3ForEffect;
  29680. private _updateMatrix2x2ForEffect;
  29681. private _updateMatrix2x2ForUniform;
  29682. private _updateFloatForEffect;
  29683. private _updateFloatForUniform;
  29684. private _updateFloat2ForEffect;
  29685. private _updateFloat2ForUniform;
  29686. private _updateFloat3ForEffect;
  29687. private _updateFloat3ForUniform;
  29688. private _updateFloat4ForEffect;
  29689. private _updateFloat4ForUniform;
  29690. private _updateMatrixForEffect;
  29691. private _updateMatrixForUniform;
  29692. private _updateVector3ForEffect;
  29693. private _updateVector3ForUniform;
  29694. private _updateVector4ForEffect;
  29695. private _updateVector4ForUniform;
  29696. private _updateColor3ForEffect;
  29697. private _updateColor3ForUniform;
  29698. private _updateColor4ForEffect;
  29699. private _updateColor4ForUniform;
  29700. /**
  29701. * Sets a sampler uniform on the effect.
  29702. * @param name Define the name of the sampler.
  29703. * @param texture Define the texture to set in the sampler
  29704. */
  29705. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29706. /**
  29707. * Directly updates the value of the uniform in the cache AND on the GPU.
  29708. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29709. * @param data Define the flattened data
  29710. */
  29711. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29712. /**
  29713. * Binds this uniform buffer to an effect.
  29714. * @param effect Define the effect to bind the buffer to
  29715. * @param name Name of the uniform block in the shader.
  29716. */
  29717. bindToEffect(effect: Effect, name: string): void;
  29718. /**
  29719. * Disposes the uniform buffer.
  29720. */
  29721. dispose(): void;
  29722. }
  29723. }
  29724. declare module "babylonjs/Audio/analyser" {
  29725. import { Scene } from "babylonjs/scene";
  29726. /**
  29727. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29729. */
  29730. export class Analyser {
  29731. /**
  29732. * Gets or sets the smoothing
  29733. * @ignorenaming
  29734. */
  29735. SMOOTHING: number;
  29736. /**
  29737. * Gets or sets the FFT table size
  29738. * @ignorenaming
  29739. */
  29740. FFT_SIZE: number;
  29741. /**
  29742. * Gets or sets the bar graph amplitude
  29743. * @ignorenaming
  29744. */
  29745. BARGRAPHAMPLITUDE: number;
  29746. /**
  29747. * Gets or sets the position of the debug canvas
  29748. * @ignorenaming
  29749. */
  29750. DEBUGCANVASPOS: {
  29751. x: number;
  29752. y: number;
  29753. };
  29754. /**
  29755. * Gets or sets the debug canvas size
  29756. * @ignorenaming
  29757. */
  29758. DEBUGCANVASSIZE: {
  29759. width: number;
  29760. height: number;
  29761. };
  29762. private _byteFreqs;
  29763. private _byteTime;
  29764. private _floatFreqs;
  29765. private _webAudioAnalyser;
  29766. private _debugCanvas;
  29767. private _debugCanvasContext;
  29768. private _scene;
  29769. private _registerFunc;
  29770. private _audioEngine;
  29771. /**
  29772. * Creates a new analyser
  29773. * @param scene defines hosting scene
  29774. */
  29775. constructor(scene: Scene);
  29776. /**
  29777. * Get the number of data values you will have to play with for the visualization
  29778. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29779. * @returns a number
  29780. */
  29781. getFrequencyBinCount(): number;
  29782. /**
  29783. * Gets the current frequency data as a byte array
  29784. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29785. * @returns a Uint8Array
  29786. */
  29787. getByteFrequencyData(): Uint8Array;
  29788. /**
  29789. * Gets the current waveform as a byte array
  29790. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29791. * @returns a Uint8Array
  29792. */
  29793. getByteTimeDomainData(): Uint8Array;
  29794. /**
  29795. * Gets the current frequency data as a float array
  29796. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29797. * @returns a Float32Array
  29798. */
  29799. getFloatFrequencyData(): Float32Array;
  29800. /**
  29801. * Renders the debug canvas
  29802. */
  29803. drawDebugCanvas(): void;
  29804. /**
  29805. * Stops rendering the debug canvas and removes it
  29806. */
  29807. stopDebugCanvas(): void;
  29808. /**
  29809. * Connects two audio nodes
  29810. * @param inputAudioNode defines first node to connect
  29811. * @param outputAudioNode defines second node to connect
  29812. */
  29813. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29814. /**
  29815. * Releases all associated resources
  29816. */
  29817. dispose(): void;
  29818. }
  29819. }
  29820. declare module "babylonjs/Audio/audioEngine" {
  29821. import { IDisposable } from "babylonjs/scene";
  29822. import { Analyser } from "babylonjs/Audio/analyser";
  29823. import { Nullable } from "babylonjs/types";
  29824. import { Observable } from "babylonjs/Misc/observable";
  29825. /**
  29826. * This represents an audio engine and it is responsible
  29827. * to play, synchronize and analyse sounds throughout the application.
  29828. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29829. */
  29830. export interface IAudioEngine extends IDisposable {
  29831. /**
  29832. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29833. */
  29834. readonly canUseWebAudio: boolean;
  29835. /**
  29836. * Gets the current AudioContext if available.
  29837. */
  29838. readonly audioContext: Nullable<AudioContext>;
  29839. /**
  29840. * The master gain node defines the global audio volume of your audio engine.
  29841. */
  29842. readonly masterGain: GainNode;
  29843. /**
  29844. * Gets whether or not mp3 are supported by your browser.
  29845. */
  29846. readonly isMP3supported: boolean;
  29847. /**
  29848. * Gets whether or not ogg are supported by your browser.
  29849. */
  29850. readonly isOGGsupported: boolean;
  29851. /**
  29852. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29853. * @ignoreNaming
  29854. */
  29855. WarnedWebAudioUnsupported: boolean;
  29856. /**
  29857. * Defines if the audio engine relies on a custom unlocked button.
  29858. * In this case, the embedded button will not be displayed.
  29859. */
  29860. useCustomUnlockedButton: boolean;
  29861. /**
  29862. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29863. */
  29864. readonly unlocked: boolean;
  29865. /**
  29866. * Event raised when audio has been unlocked on the browser.
  29867. */
  29868. onAudioUnlockedObservable: Observable<AudioEngine>;
  29869. /**
  29870. * Event raised when audio has been locked on the browser.
  29871. */
  29872. onAudioLockedObservable: Observable<AudioEngine>;
  29873. /**
  29874. * Flags the audio engine in Locked state.
  29875. * This happens due to new browser policies preventing audio to autoplay.
  29876. */
  29877. lock(): void;
  29878. /**
  29879. * Unlocks the audio engine once a user action has been done on the dom.
  29880. * This is helpful to resume play once browser policies have been satisfied.
  29881. */
  29882. unlock(): void;
  29883. }
  29884. /**
  29885. * This represents the default audio engine used in babylon.
  29886. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29887. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29888. */
  29889. export class AudioEngine implements IAudioEngine {
  29890. private _audioContext;
  29891. private _audioContextInitialized;
  29892. private _muteButton;
  29893. private _hostElement;
  29894. /**
  29895. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29896. */
  29897. canUseWebAudio: boolean;
  29898. /**
  29899. * The master gain node defines the global audio volume of your audio engine.
  29900. */
  29901. masterGain: GainNode;
  29902. /**
  29903. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29904. * @ignoreNaming
  29905. */
  29906. WarnedWebAudioUnsupported: boolean;
  29907. /**
  29908. * Gets whether or not mp3 are supported by your browser.
  29909. */
  29910. isMP3supported: boolean;
  29911. /**
  29912. * Gets whether or not ogg are supported by your browser.
  29913. */
  29914. isOGGsupported: boolean;
  29915. /**
  29916. * Gets whether audio has been unlocked on the device.
  29917. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29918. * a user interaction has happened.
  29919. */
  29920. unlocked: boolean;
  29921. /**
  29922. * Defines if the audio engine relies on a custom unlocked button.
  29923. * In this case, the embedded button will not be displayed.
  29924. */
  29925. useCustomUnlockedButton: boolean;
  29926. /**
  29927. * Event raised when audio has been unlocked on the browser.
  29928. */
  29929. onAudioUnlockedObservable: Observable<AudioEngine>;
  29930. /**
  29931. * Event raised when audio has been locked on the browser.
  29932. */
  29933. onAudioLockedObservable: Observable<AudioEngine>;
  29934. /**
  29935. * Gets the current AudioContext if available.
  29936. */
  29937. readonly audioContext: Nullable<AudioContext>;
  29938. private _connectedAnalyser;
  29939. /**
  29940. * Instantiates a new audio engine.
  29941. *
  29942. * There should be only one per page as some browsers restrict the number
  29943. * of audio contexts you can create.
  29944. * @param hostElement defines the host element where to display the mute icon if necessary
  29945. */
  29946. constructor(hostElement?: Nullable<HTMLElement>);
  29947. /**
  29948. * Flags the audio engine in Locked state.
  29949. * This happens due to new browser policies preventing audio to autoplay.
  29950. */
  29951. lock(): void;
  29952. /**
  29953. * Unlocks the audio engine once a user action has been done on the dom.
  29954. * This is helpful to resume play once browser policies have been satisfied.
  29955. */
  29956. unlock(): void;
  29957. private _resumeAudioContext;
  29958. private _initializeAudioContext;
  29959. private _tryToRun;
  29960. private _triggerRunningState;
  29961. private _triggerSuspendedState;
  29962. private _displayMuteButton;
  29963. private _moveButtonToTopLeft;
  29964. private _onResize;
  29965. private _hideMuteButton;
  29966. /**
  29967. * Destroy and release the resources associated with the audio ccontext.
  29968. */
  29969. dispose(): void;
  29970. /**
  29971. * Gets the global volume sets on the master gain.
  29972. * @returns the global volume if set or -1 otherwise
  29973. */
  29974. getGlobalVolume(): number;
  29975. /**
  29976. * Sets the global volume of your experience (sets on the master gain).
  29977. * @param newVolume Defines the new global volume of the application
  29978. */
  29979. setGlobalVolume(newVolume: number): void;
  29980. /**
  29981. * Connect the audio engine to an audio analyser allowing some amazing
  29982. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29983. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29984. * @param analyser The analyser to connect to the engine
  29985. */
  29986. connectToAnalyser(analyser: Analyser): void;
  29987. }
  29988. }
  29989. declare module "babylonjs/Loading/loadingScreen" {
  29990. /**
  29991. * Interface used to present a loading screen while loading a scene
  29992. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29993. */
  29994. export interface ILoadingScreen {
  29995. /**
  29996. * Function called to display the loading screen
  29997. */
  29998. displayLoadingUI: () => void;
  29999. /**
  30000. * Function called to hide the loading screen
  30001. */
  30002. hideLoadingUI: () => void;
  30003. /**
  30004. * Gets or sets the color to use for the background
  30005. */
  30006. loadingUIBackgroundColor: string;
  30007. /**
  30008. * Gets or sets the text to display while loading
  30009. */
  30010. loadingUIText: string;
  30011. }
  30012. /**
  30013. * Class used for the default loading screen
  30014. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30015. */
  30016. export class DefaultLoadingScreen implements ILoadingScreen {
  30017. private _renderingCanvas;
  30018. private _loadingText;
  30019. private _loadingDivBackgroundColor;
  30020. private _loadingDiv;
  30021. private _loadingTextDiv;
  30022. /** Gets or sets the logo url to use for the default loading screen */
  30023. static DefaultLogoUrl: string;
  30024. /** Gets or sets the spinner url to use for the default loading screen */
  30025. static DefaultSpinnerUrl: string;
  30026. /**
  30027. * Creates a new default loading screen
  30028. * @param _renderingCanvas defines the canvas used to render the scene
  30029. * @param _loadingText defines the default text to display
  30030. * @param _loadingDivBackgroundColor defines the default background color
  30031. */
  30032. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30033. /**
  30034. * Function called to display the loading screen
  30035. */
  30036. displayLoadingUI(): void;
  30037. /**
  30038. * Function called to hide the loading screen
  30039. */
  30040. hideLoadingUI(): void;
  30041. /**
  30042. * Gets or sets the text to display while loading
  30043. */
  30044. loadingUIText: string;
  30045. /**
  30046. * Gets or sets the color to use for the background
  30047. */
  30048. loadingUIBackgroundColor: string;
  30049. private _resizeLoadingUI;
  30050. }
  30051. }
  30052. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30053. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30054. import { Engine } from "babylonjs/Engines/engine";
  30055. import { Nullable } from "babylonjs/types";
  30056. /** @hidden */
  30057. export class WebGLPipelineContext implements IPipelineContext {
  30058. engine: Engine;
  30059. program: Nullable<WebGLProgram>;
  30060. context?: WebGLRenderingContext;
  30061. vertexShader?: WebGLShader;
  30062. fragmentShader?: WebGLShader;
  30063. isParallelCompiled: boolean;
  30064. onCompiled?: () => void;
  30065. transformFeedback?: WebGLTransformFeedback | null;
  30066. readonly isAsync: boolean;
  30067. readonly isReady: boolean;
  30068. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30069. }
  30070. }
  30071. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30072. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30073. /** @hidden */
  30074. export class WebGLDataBuffer extends DataBuffer {
  30075. private _buffer;
  30076. constructor(resource: WebGLBuffer);
  30077. readonly underlyingResource: any;
  30078. }
  30079. }
  30080. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30081. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30082. /** @hidden */
  30083. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30084. attributeProcessor(attribute: string): string;
  30085. varyingProcessor(varying: string, isFragment: boolean): string;
  30086. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30087. }
  30088. }
  30089. declare module "babylonjs/Misc/perfCounter" {
  30090. /**
  30091. * This class is used to track a performance counter which is number based.
  30092. * The user has access to many properties which give statistics of different nature.
  30093. *
  30094. * The implementer can track two kinds of Performance Counter: time and count.
  30095. * 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.
  30096. * 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.
  30097. */
  30098. export class PerfCounter {
  30099. /**
  30100. * Gets or sets a global boolean to turn on and off all the counters
  30101. */
  30102. static Enabled: boolean;
  30103. /**
  30104. * Returns the smallest value ever
  30105. */
  30106. readonly min: number;
  30107. /**
  30108. * Returns the biggest value ever
  30109. */
  30110. readonly max: number;
  30111. /**
  30112. * Returns the average value since the performance counter is running
  30113. */
  30114. readonly average: number;
  30115. /**
  30116. * Returns the average value of the last second the counter was monitored
  30117. */
  30118. readonly lastSecAverage: number;
  30119. /**
  30120. * Returns the current value
  30121. */
  30122. readonly current: number;
  30123. /**
  30124. * Gets the accumulated total
  30125. */
  30126. readonly total: number;
  30127. /**
  30128. * Gets the total value count
  30129. */
  30130. readonly count: number;
  30131. /**
  30132. * Creates a new counter
  30133. */
  30134. constructor();
  30135. /**
  30136. * Call this method to start monitoring a new frame.
  30137. * 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.
  30138. */
  30139. fetchNewFrame(): void;
  30140. /**
  30141. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30142. * @param newCount the count value to add to the monitored count
  30143. * @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.
  30144. */
  30145. addCount(newCount: number, fetchResult: boolean): void;
  30146. /**
  30147. * Start monitoring this performance counter
  30148. */
  30149. beginMonitoring(): void;
  30150. /**
  30151. * Compute the time lapsed since the previous beginMonitoring() call.
  30152. * @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
  30153. */
  30154. endMonitoring(newFrame?: boolean): void;
  30155. private _fetchResult;
  30156. private _startMonitoringTime;
  30157. private _min;
  30158. private _max;
  30159. private _average;
  30160. private _current;
  30161. private _totalValueCount;
  30162. private _totalAccumulated;
  30163. private _lastSecAverage;
  30164. private _lastSecAccumulated;
  30165. private _lastSecTime;
  30166. private _lastSecValueCount;
  30167. }
  30168. }
  30169. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30170. /**
  30171. * Interface for any object that can request an animation frame
  30172. */
  30173. export interface ICustomAnimationFrameRequester {
  30174. /**
  30175. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30176. */
  30177. renderFunction?: Function;
  30178. /**
  30179. * Called to request the next frame to render to
  30180. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30181. */
  30182. requestAnimationFrame: Function;
  30183. /**
  30184. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30185. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30186. */
  30187. requestID?: number;
  30188. }
  30189. }
  30190. declare module "babylonjs/Materials/Textures/videoTexture" {
  30191. import { Observable } from "babylonjs/Misc/observable";
  30192. import { Nullable } from "babylonjs/types";
  30193. import { Scene } from "babylonjs/scene";
  30194. import { Texture } from "babylonjs/Materials/Textures/texture";
  30195. /**
  30196. * Settings for finer control over video usage
  30197. */
  30198. export interface VideoTextureSettings {
  30199. /**
  30200. * Applies `autoplay` to video, if specified
  30201. */
  30202. autoPlay?: boolean;
  30203. /**
  30204. * Applies `loop` to video, if specified
  30205. */
  30206. loop?: boolean;
  30207. /**
  30208. * Automatically updates internal texture from video at every frame in the render loop
  30209. */
  30210. autoUpdateTexture: boolean;
  30211. /**
  30212. * Image src displayed during the video loading or until the user interacts with the video.
  30213. */
  30214. poster?: string;
  30215. }
  30216. /**
  30217. * If you want to display a video in your scene, this is the special texture for that.
  30218. * This special texture works similar to other textures, with the exception of a few parameters.
  30219. * @see https://doc.babylonjs.com/how_to/video_texture
  30220. */
  30221. export class VideoTexture extends Texture {
  30222. /**
  30223. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30224. */
  30225. readonly autoUpdateTexture: boolean;
  30226. /**
  30227. * The video instance used by the texture internally
  30228. */
  30229. readonly video: HTMLVideoElement;
  30230. private _onUserActionRequestedObservable;
  30231. /**
  30232. * Event triggerd when a dom action is required by the user to play the video.
  30233. * This happens due to recent changes in browser policies preventing video to auto start.
  30234. */
  30235. readonly onUserActionRequestedObservable: Observable<Texture>;
  30236. private _generateMipMaps;
  30237. private _engine;
  30238. private _stillImageCaptured;
  30239. private _displayingPosterTexture;
  30240. private _settings;
  30241. private _createInternalTextureOnEvent;
  30242. /**
  30243. * Creates a video texture.
  30244. * If you want to display a video in your scene, this is the special texture for that.
  30245. * This special texture works similar to other textures, with the exception of a few parameters.
  30246. * @see https://doc.babylonjs.com/how_to/video_texture
  30247. * @param name optional name, will detect from video source, if not defined
  30248. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30249. * @param scene is obviously the current scene.
  30250. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30251. * @param invertY is false by default but can be used to invert video on Y axis
  30252. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30253. * @param settings allows finer control over video usage
  30254. */
  30255. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30256. private _getName;
  30257. private _getVideo;
  30258. private _createInternalTexture;
  30259. private reset;
  30260. /**
  30261. * @hidden Internal method to initiate `update`.
  30262. */
  30263. _rebuild(): void;
  30264. /**
  30265. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30266. */
  30267. update(): void;
  30268. /**
  30269. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30270. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30271. */
  30272. updateTexture(isVisible: boolean): void;
  30273. protected _updateInternalTexture: () => void;
  30274. /**
  30275. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30276. * @param url New url.
  30277. */
  30278. updateURL(url: string): void;
  30279. /**
  30280. * Dispose the texture and release its associated resources.
  30281. */
  30282. dispose(): void;
  30283. /**
  30284. * Creates a video texture straight from a stream.
  30285. * @param scene Define the scene the texture should be created in
  30286. * @param stream Define the stream the texture should be created from
  30287. * @returns The created video texture as a promise
  30288. */
  30289. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30290. /**
  30291. * Creates a video texture straight from your WebCam video feed.
  30292. * @param scene Define the scene the texture should be created in
  30293. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30294. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30295. * @returns The created video texture as a promise
  30296. */
  30297. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30298. minWidth: number;
  30299. maxWidth: number;
  30300. minHeight: number;
  30301. maxHeight: number;
  30302. deviceId: string;
  30303. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30304. /**
  30305. * Creates a video texture straight from your WebCam video feed.
  30306. * @param scene Define the scene the texture should be created in
  30307. * @param onReady Define a callback to triggered once the texture will be ready
  30308. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30309. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30310. */
  30311. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30312. minWidth: number;
  30313. maxWidth: number;
  30314. minHeight: number;
  30315. maxHeight: number;
  30316. deviceId: string;
  30317. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30318. }
  30319. }
  30320. declare module "babylonjs/Engines/engine" {
  30321. import { Observable } from "babylonjs/Misc/observable";
  30322. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30323. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30324. import { Scene } from "babylonjs/scene";
  30325. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30326. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30327. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30328. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30329. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30330. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30331. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30332. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30333. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30334. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30335. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30336. import { WebRequest } from "babylonjs/Misc/webRequest";
  30337. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30338. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30339. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30340. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30341. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30342. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30343. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30344. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30345. import { Material } from "babylonjs/Materials/material";
  30346. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30347. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30348. /**
  30349. * Defines the interface used by objects containing a viewport (like a camera)
  30350. */
  30351. interface IViewportOwnerLike {
  30352. /**
  30353. * Gets or sets the viewport
  30354. */
  30355. viewport: IViewportLike;
  30356. }
  30357. /**
  30358. * Interface for attribute information associated with buffer instanciation
  30359. */
  30360. export class InstancingAttributeInfo {
  30361. /**
  30362. * Index/offset of the attribute in the vertex shader
  30363. */
  30364. index: number;
  30365. /**
  30366. * size of the attribute, 1, 2, 3 or 4
  30367. */
  30368. attributeSize: number;
  30369. /**
  30370. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30371. * default is FLOAT
  30372. */
  30373. attribyteType: number;
  30374. /**
  30375. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30376. */
  30377. normalized: boolean;
  30378. /**
  30379. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30380. */
  30381. offset: number;
  30382. /**
  30383. * Name of the GLSL attribute, for debugging purpose only
  30384. */
  30385. attributeName: string;
  30386. }
  30387. /**
  30388. * Define options used to create a depth texture
  30389. */
  30390. export class DepthTextureCreationOptions {
  30391. /** Specifies whether or not a stencil should be allocated in the texture */
  30392. generateStencil?: boolean;
  30393. /** Specifies whether or not bilinear filtering is enable on the texture */
  30394. bilinearFiltering?: boolean;
  30395. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30396. comparisonFunction?: number;
  30397. /** Specifies if the created texture is a cube texture */
  30398. isCube?: boolean;
  30399. }
  30400. /**
  30401. * Class used to describe the capabilities of the engine relatively to the current browser
  30402. */
  30403. export class EngineCapabilities {
  30404. /** Maximum textures units per fragment shader */
  30405. maxTexturesImageUnits: number;
  30406. /** Maximum texture units per vertex shader */
  30407. maxVertexTextureImageUnits: number;
  30408. /** Maximum textures units in the entire pipeline */
  30409. maxCombinedTexturesImageUnits: number;
  30410. /** Maximum texture size */
  30411. maxTextureSize: number;
  30412. /** Maximum cube texture size */
  30413. maxCubemapTextureSize: number;
  30414. /** Maximum render texture size */
  30415. maxRenderTextureSize: number;
  30416. /** Maximum number of vertex attributes */
  30417. maxVertexAttribs: number;
  30418. /** Maximum number of varyings */
  30419. maxVaryingVectors: number;
  30420. /** Maximum number of uniforms per vertex shader */
  30421. maxVertexUniformVectors: number;
  30422. /** Maximum number of uniforms per fragment shader */
  30423. maxFragmentUniformVectors: number;
  30424. /** Defines if standard derivates (dx/dy) are supported */
  30425. standardDerivatives: boolean;
  30426. /** Defines if s3tc texture compression is supported */
  30427. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30428. /** Defines if pvrtc texture compression is supported */
  30429. pvrtc: any;
  30430. /** Defines if etc1 texture compression is supported */
  30431. etc1: any;
  30432. /** Defines if etc2 texture compression is supported */
  30433. etc2: any;
  30434. /** Defines if astc texture compression is supported */
  30435. astc: any;
  30436. /** Defines if float textures are supported */
  30437. textureFloat: boolean;
  30438. /** Defines if vertex array objects are supported */
  30439. vertexArrayObject: boolean;
  30440. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30441. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30442. /** Gets the maximum level of anisotropy supported */
  30443. maxAnisotropy: number;
  30444. /** Defines if instancing is supported */
  30445. instancedArrays: boolean;
  30446. /** Defines if 32 bits indices are supported */
  30447. uintIndices: boolean;
  30448. /** Defines if high precision shaders are supported */
  30449. highPrecisionShaderSupported: boolean;
  30450. /** Defines if depth reading in the fragment shader is supported */
  30451. fragmentDepthSupported: boolean;
  30452. /** Defines if float texture linear filtering is supported*/
  30453. textureFloatLinearFiltering: boolean;
  30454. /** Defines if rendering to float textures is supported */
  30455. textureFloatRender: boolean;
  30456. /** Defines if half float textures are supported*/
  30457. textureHalfFloat: boolean;
  30458. /** Defines if half float texture linear filtering is supported*/
  30459. textureHalfFloatLinearFiltering: boolean;
  30460. /** Defines if rendering to half float textures is supported */
  30461. textureHalfFloatRender: boolean;
  30462. /** Defines if textureLOD shader command is supported */
  30463. textureLOD: boolean;
  30464. /** Defines if draw buffers extension is supported */
  30465. drawBuffersExtension: boolean;
  30466. /** Defines if depth textures are supported */
  30467. depthTextureExtension: boolean;
  30468. /** Defines if float color buffer are supported */
  30469. colorBufferFloat: boolean;
  30470. /** Gets disjoint timer query extension (null if not supported) */
  30471. timerQuery: EXT_disjoint_timer_query;
  30472. /** Defines if timestamp can be used with timer query */
  30473. canUseTimestampForTimerQuery: boolean;
  30474. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30475. multiview: any;
  30476. /** Function used to let the system compiles shaders in background */
  30477. parallelShaderCompile: {
  30478. COMPLETION_STATUS_KHR: number;
  30479. };
  30480. }
  30481. /** Interface defining initialization parameters for Engine class */
  30482. export interface EngineOptions extends WebGLContextAttributes {
  30483. /**
  30484. * Defines if the engine should no exceed a specified device ratio
  30485. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30486. */
  30487. limitDeviceRatio?: number;
  30488. /**
  30489. * Defines if webvr should be enabled automatically
  30490. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30491. */
  30492. autoEnableWebVR?: boolean;
  30493. /**
  30494. * Defines if webgl2 should be turned off even if supported
  30495. * @see http://doc.babylonjs.com/features/webgl2
  30496. */
  30497. disableWebGL2Support?: boolean;
  30498. /**
  30499. * Defines if webaudio should be initialized as well
  30500. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30501. */
  30502. audioEngine?: boolean;
  30503. /**
  30504. * Defines if animations should run using a deterministic lock step
  30505. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30506. */
  30507. deterministicLockstep?: boolean;
  30508. /** Defines the maximum steps to use with deterministic lock step mode */
  30509. lockstepMaxSteps?: number;
  30510. /**
  30511. * Defines that engine should ignore context lost events
  30512. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30513. */
  30514. doNotHandleContextLost?: boolean;
  30515. /**
  30516. * Defines that engine should ignore modifying touch action attribute and style
  30517. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30518. */
  30519. doNotHandleTouchAction?: boolean;
  30520. /**
  30521. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30522. */
  30523. useHighPrecisionFloats?: boolean;
  30524. }
  30525. /**
  30526. * Defines the interface used by display changed events
  30527. */
  30528. export interface IDisplayChangedEventArgs {
  30529. /** Gets the vrDisplay object (if any) */
  30530. vrDisplay: Nullable<any>;
  30531. /** Gets a boolean indicating if webVR is supported */
  30532. vrSupported: boolean;
  30533. }
  30534. /**
  30535. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30536. */
  30537. export class Engine {
  30538. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30539. static ExceptionList: ({
  30540. key: string;
  30541. capture: string;
  30542. captureConstraint: number;
  30543. targets: string[];
  30544. } | {
  30545. key: string;
  30546. capture: null;
  30547. captureConstraint: null;
  30548. targets: string[];
  30549. })[];
  30550. /** Gets the list of created engines */
  30551. static readonly Instances: Engine[];
  30552. /**
  30553. * Gets the latest created engine
  30554. */
  30555. static readonly LastCreatedEngine: Nullable<Engine>;
  30556. /**
  30557. * Gets the latest created scene
  30558. */
  30559. static readonly LastCreatedScene: Nullable<Scene>;
  30560. /**
  30561. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30562. * @param flag defines which part of the materials must be marked as dirty
  30563. * @param predicate defines a predicate used to filter which materials should be affected
  30564. */
  30565. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30566. /** @hidden */
  30567. static _TextureLoaders: IInternalTextureLoader[];
  30568. /** Defines that alpha blending is disabled */
  30569. static readonly ALPHA_DISABLE: number;
  30570. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30571. static readonly ALPHA_ADD: number;
  30572. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30573. static readonly ALPHA_COMBINE: number;
  30574. /** Defines that alpha blending to DEST - SRC * DEST */
  30575. static readonly ALPHA_SUBTRACT: number;
  30576. /** Defines that alpha blending to SRC * DEST */
  30577. static readonly ALPHA_MULTIPLY: number;
  30578. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30579. static readonly ALPHA_MAXIMIZED: number;
  30580. /** Defines that alpha blending to SRC + DEST */
  30581. static readonly ALPHA_ONEONE: number;
  30582. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30583. static readonly ALPHA_PREMULTIPLIED: number;
  30584. /**
  30585. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30586. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30587. */
  30588. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30589. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30590. static readonly ALPHA_INTERPOLATE: number;
  30591. /**
  30592. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30593. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30594. */
  30595. static readonly ALPHA_SCREENMODE: number;
  30596. /** Defines that the ressource is not delayed*/
  30597. static readonly DELAYLOADSTATE_NONE: number;
  30598. /** Defines that the ressource was successfully delay loaded */
  30599. static readonly DELAYLOADSTATE_LOADED: number;
  30600. /** Defines that the ressource is currently delay loading */
  30601. static readonly DELAYLOADSTATE_LOADING: number;
  30602. /** Defines that the ressource is delayed and has not started loading */
  30603. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30604. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30605. static readonly NEVER: number;
  30606. /** 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 */
  30607. static readonly ALWAYS: number;
  30608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30609. static readonly LESS: number;
  30610. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30611. static readonly EQUAL: number;
  30612. /** 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 */
  30613. static readonly LEQUAL: number;
  30614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30615. static readonly GREATER: number;
  30616. /** 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 */
  30617. static readonly GEQUAL: number;
  30618. /** 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 */
  30619. static readonly NOTEQUAL: number;
  30620. /** Passed to stencilOperation to specify that stencil value must be kept */
  30621. static readonly KEEP: number;
  30622. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30623. static readonly REPLACE: number;
  30624. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30625. static readonly INCR: number;
  30626. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30627. static readonly DECR: number;
  30628. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30629. static readonly INVERT: number;
  30630. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30631. static readonly INCR_WRAP: number;
  30632. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30633. static readonly DECR_WRAP: number;
  30634. /** Texture is not repeating outside of 0..1 UVs */
  30635. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30636. /** Texture is repeating outside of 0..1 UVs */
  30637. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30638. /** Texture is repeating and mirrored */
  30639. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30640. /** ALPHA */
  30641. static readonly TEXTUREFORMAT_ALPHA: number;
  30642. /** LUMINANCE */
  30643. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30644. /** LUMINANCE_ALPHA */
  30645. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30646. /** RGB */
  30647. static readonly TEXTUREFORMAT_RGB: number;
  30648. /** RGBA */
  30649. static readonly TEXTUREFORMAT_RGBA: number;
  30650. /** RED */
  30651. static readonly TEXTUREFORMAT_RED: number;
  30652. /** RED (2nd reference) */
  30653. static readonly TEXTUREFORMAT_R: number;
  30654. /** RG */
  30655. static readonly TEXTUREFORMAT_RG: number;
  30656. /** RED_INTEGER */
  30657. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30658. /** RED_INTEGER (2nd reference) */
  30659. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30660. /** RG_INTEGER */
  30661. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30662. /** RGB_INTEGER */
  30663. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30664. /** RGBA_INTEGER */
  30665. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30666. /** UNSIGNED_BYTE */
  30667. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30668. /** UNSIGNED_BYTE (2nd reference) */
  30669. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30670. /** FLOAT */
  30671. static readonly TEXTURETYPE_FLOAT: number;
  30672. /** HALF_FLOAT */
  30673. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30674. /** BYTE */
  30675. static readonly TEXTURETYPE_BYTE: number;
  30676. /** SHORT */
  30677. static readonly TEXTURETYPE_SHORT: number;
  30678. /** UNSIGNED_SHORT */
  30679. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30680. /** INT */
  30681. static readonly TEXTURETYPE_INT: number;
  30682. /** UNSIGNED_INT */
  30683. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30684. /** UNSIGNED_SHORT_4_4_4_4 */
  30685. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30686. /** UNSIGNED_SHORT_5_5_5_1 */
  30687. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30688. /** UNSIGNED_SHORT_5_6_5 */
  30689. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30690. /** UNSIGNED_INT_2_10_10_10_REV */
  30691. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30692. /** UNSIGNED_INT_24_8 */
  30693. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30694. /** UNSIGNED_INT_10F_11F_11F_REV */
  30695. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30696. /** UNSIGNED_INT_5_9_9_9_REV */
  30697. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30698. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30699. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30700. /** nearest is mag = nearest and min = nearest and mip = linear */
  30701. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30702. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30703. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30704. /** Trilinear is mag = linear and min = linear and mip = linear */
  30705. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30706. /** nearest is mag = nearest and min = nearest and mip = linear */
  30707. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30708. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30709. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30710. /** Trilinear is mag = linear and min = linear and mip = linear */
  30711. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30712. /** mag = nearest and min = nearest and mip = nearest */
  30713. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30714. /** mag = nearest and min = linear and mip = nearest */
  30715. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30716. /** mag = nearest and min = linear and mip = linear */
  30717. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30718. /** mag = nearest and min = linear and mip = none */
  30719. static readonly TEXTURE_NEAREST_LINEAR: number;
  30720. /** mag = nearest and min = nearest and mip = none */
  30721. static readonly TEXTURE_NEAREST_NEAREST: number;
  30722. /** mag = linear and min = nearest and mip = nearest */
  30723. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30724. /** mag = linear and min = nearest and mip = linear */
  30725. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30726. /** mag = linear and min = linear and mip = none */
  30727. static readonly TEXTURE_LINEAR_LINEAR: number;
  30728. /** mag = linear and min = nearest and mip = none */
  30729. static readonly TEXTURE_LINEAR_NEAREST: number;
  30730. /** Explicit coordinates mode */
  30731. static readonly TEXTURE_EXPLICIT_MODE: number;
  30732. /** Spherical coordinates mode */
  30733. static readonly TEXTURE_SPHERICAL_MODE: number;
  30734. /** Planar coordinates mode */
  30735. static readonly TEXTURE_PLANAR_MODE: number;
  30736. /** Cubic coordinates mode */
  30737. static readonly TEXTURE_CUBIC_MODE: number;
  30738. /** Projection coordinates mode */
  30739. static readonly TEXTURE_PROJECTION_MODE: number;
  30740. /** Skybox coordinates mode */
  30741. static readonly TEXTURE_SKYBOX_MODE: number;
  30742. /** Inverse Cubic coordinates mode */
  30743. static readonly TEXTURE_INVCUBIC_MODE: number;
  30744. /** Equirectangular coordinates mode */
  30745. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30746. /** Equirectangular Fixed coordinates mode */
  30747. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30748. /** Equirectangular Fixed Mirrored coordinates mode */
  30749. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30750. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30751. static readonly SCALEMODE_FLOOR: number;
  30752. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30753. static readonly SCALEMODE_NEAREST: number;
  30754. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30755. static readonly SCALEMODE_CEILING: number;
  30756. /**
  30757. * Returns the current npm package of the sdk
  30758. */
  30759. static readonly NpmPackage: string;
  30760. /**
  30761. * Returns the current version of the framework
  30762. */
  30763. static readonly Version: string;
  30764. /**
  30765. * Returns a string describing the current engine
  30766. */
  30767. readonly description: string;
  30768. /**
  30769. * Gets or sets the epsilon value used by collision engine
  30770. */
  30771. static CollisionsEpsilon: number;
  30772. /**
  30773. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30774. */
  30775. static ShadersRepository: string;
  30776. /**
  30777. * Method called to create the default loading screen.
  30778. * This can be overriden in your own app.
  30779. * @param canvas The rendering canvas element
  30780. * @returns The loading screen
  30781. */
  30782. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30783. /**
  30784. * Method called to create the default rescale post process on each engine.
  30785. */
  30786. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30787. /** @hidden */
  30788. _shaderProcessor: IShaderProcessor;
  30789. /**
  30790. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30791. */
  30792. forcePOTTextures: boolean;
  30793. /**
  30794. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30795. */
  30796. isFullscreen: boolean;
  30797. /**
  30798. * Gets a boolean indicating if the pointer is currently locked
  30799. */
  30800. isPointerLock: boolean;
  30801. /**
  30802. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30803. */
  30804. cullBackFaces: boolean;
  30805. /**
  30806. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30807. */
  30808. renderEvenInBackground: boolean;
  30809. /**
  30810. * Gets or sets a boolean indicating that cache can be kept between frames
  30811. */
  30812. preventCacheWipeBetweenFrames: boolean;
  30813. /**
  30814. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30815. **/
  30816. enableOfflineSupport: boolean;
  30817. /**
  30818. * 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)
  30819. **/
  30820. disableManifestCheck: boolean;
  30821. /**
  30822. * Gets the list of created scenes
  30823. */
  30824. scenes: Scene[];
  30825. /**
  30826. * Event raised when a new scene is created
  30827. */
  30828. onNewSceneAddedObservable: Observable<Scene>;
  30829. /**
  30830. * Gets the list of created postprocesses
  30831. */
  30832. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30833. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30834. validateShaderPrograms: boolean;
  30835. /**
  30836. * Observable event triggered each time the rendering canvas is resized
  30837. */
  30838. onResizeObservable: Observable<Engine>;
  30839. /**
  30840. * Observable event triggered each time the canvas loses focus
  30841. */
  30842. onCanvasBlurObservable: Observable<Engine>;
  30843. /**
  30844. * Observable event triggered each time the canvas gains focus
  30845. */
  30846. onCanvasFocusObservable: Observable<Engine>;
  30847. /**
  30848. * Observable event triggered each time the canvas receives pointerout event
  30849. */
  30850. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30851. /**
  30852. * Observable event triggered before each texture is initialized
  30853. */
  30854. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30855. /**
  30856. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30857. */
  30858. disableUniformBuffers: boolean;
  30859. /** @hidden */
  30860. _uniformBuffers: UniformBuffer[];
  30861. /**
  30862. * Gets a boolean indicating that the engine supports uniform buffers
  30863. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30864. */
  30865. readonly supportsUniformBuffers: boolean;
  30866. /**
  30867. * Observable raised when the engine begins a new frame
  30868. */
  30869. onBeginFrameObservable: Observable<Engine>;
  30870. /**
  30871. * If set, will be used to request the next animation frame for the render loop
  30872. */
  30873. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30874. /**
  30875. * Observable raised when the engine ends the current frame
  30876. */
  30877. onEndFrameObservable: Observable<Engine>;
  30878. /**
  30879. * Observable raised when the engine is about to compile a shader
  30880. */
  30881. onBeforeShaderCompilationObservable: Observable<Engine>;
  30882. /**
  30883. * Observable raised when the engine has jsut compiled a shader
  30884. */
  30885. onAfterShaderCompilationObservable: Observable<Engine>;
  30886. /** @hidden */
  30887. _gl: WebGLRenderingContext;
  30888. private _renderingCanvas;
  30889. private _windowIsBackground;
  30890. private _webGLVersion;
  30891. protected _highPrecisionShadersAllowed: boolean;
  30892. /** @hidden */
  30893. readonly _shouldUseHighPrecisionShader: boolean;
  30894. /**
  30895. * Gets a boolean indicating that only power of 2 textures are supported
  30896. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30897. */
  30898. readonly needPOTTextures: boolean;
  30899. /** @hidden */
  30900. _badOS: boolean;
  30901. /** @hidden */
  30902. _badDesktopOS: boolean;
  30903. /**
  30904. * Gets the audio engine
  30905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30906. * @ignorenaming
  30907. */
  30908. static audioEngine: IAudioEngine;
  30909. /**
  30910. * Default AudioEngine factory responsible of creating the Audio Engine.
  30911. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30912. */
  30913. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30914. /**
  30915. * Default offline support factory responsible of creating a tool used to store data locally.
  30916. * By default, this will create a Database object if the workload has been embedded.
  30917. */
  30918. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30919. private _onFocus;
  30920. private _onBlur;
  30921. private _onCanvasPointerOut;
  30922. private _onCanvasBlur;
  30923. private _onCanvasFocus;
  30924. private _onFullscreenChange;
  30925. private _onPointerLockChange;
  30926. private _hardwareScalingLevel;
  30927. /** @hidden */
  30928. _caps: EngineCapabilities;
  30929. private _pointerLockRequested;
  30930. private _isStencilEnable;
  30931. private _colorWrite;
  30932. private _loadingScreen;
  30933. /** @hidden */
  30934. _drawCalls: PerfCounter;
  30935. private _glVersion;
  30936. private _glRenderer;
  30937. private _glVendor;
  30938. private _videoTextureSupported;
  30939. private _renderingQueueLaunched;
  30940. private _activeRenderLoops;
  30941. private _deterministicLockstep;
  30942. private _lockstepMaxSteps;
  30943. /**
  30944. * Observable signaled when a context lost event is raised
  30945. */
  30946. onContextLostObservable: Observable<Engine>;
  30947. /**
  30948. * Observable signaled when a context restored event is raised
  30949. */
  30950. onContextRestoredObservable: Observable<Engine>;
  30951. private _onContextLost;
  30952. private _onContextRestored;
  30953. private _contextWasLost;
  30954. /** @hidden */
  30955. _doNotHandleContextLost: boolean;
  30956. /**
  30957. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30959. */
  30960. doNotHandleContextLost: boolean;
  30961. private _performanceMonitor;
  30962. private _fps;
  30963. private _deltaTime;
  30964. /**
  30965. * Turn this value on if you want to pause FPS computation when in background
  30966. */
  30967. disablePerformanceMonitorInBackground: boolean;
  30968. /**
  30969. * Gets the performance monitor attached to this engine
  30970. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30971. */
  30972. readonly performanceMonitor: PerformanceMonitor;
  30973. /**
  30974. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30975. */
  30976. disableVertexArrayObjects: boolean;
  30977. /** @hidden */
  30978. protected _depthCullingState: _DepthCullingState;
  30979. /** @hidden */
  30980. protected _stencilState: _StencilState;
  30981. /** @hidden */
  30982. protected _alphaState: _AlphaState;
  30983. /** @hidden */
  30984. protected _alphaMode: number;
  30985. /** @hidden */
  30986. _internalTexturesCache: InternalTexture[];
  30987. /** @hidden */
  30988. protected _activeChannel: number;
  30989. private _currentTextureChannel;
  30990. /** @hidden */
  30991. protected _boundTexturesCache: {
  30992. [key: string]: Nullable<InternalTexture>;
  30993. };
  30994. /** @hidden */
  30995. protected _currentEffect: Nullable<Effect>;
  30996. /** @hidden */
  30997. protected _currentProgram: Nullable<WebGLProgram>;
  30998. private _compiledEffects;
  30999. private _vertexAttribArraysEnabled;
  31000. /** @hidden */
  31001. protected _cachedViewport: Nullable<IViewportLike>;
  31002. private _cachedVertexArrayObject;
  31003. /** @hidden */
  31004. protected _cachedVertexBuffers: any;
  31005. /** @hidden */
  31006. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31007. /** @hidden */
  31008. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31009. /** @hidden */
  31010. _currentRenderTarget: Nullable<InternalTexture>;
  31011. private _uintIndicesCurrentlySet;
  31012. private _currentBoundBuffer;
  31013. /** @hidden */
  31014. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31015. private _currentBufferPointers;
  31016. private _currentInstanceLocations;
  31017. private _currentInstanceBuffers;
  31018. private _textureUnits;
  31019. /** @hidden */
  31020. _workingCanvas: Nullable<HTMLCanvasElement>;
  31021. /** @hidden */
  31022. _workingContext: Nullable<CanvasRenderingContext2D>;
  31023. private _rescalePostProcess;
  31024. private _dummyFramebuffer;
  31025. private _externalData;
  31026. /** @hidden */
  31027. _bindedRenderFunction: any;
  31028. private _vaoRecordInProgress;
  31029. private _mustWipeVertexAttributes;
  31030. private _emptyTexture;
  31031. private _emptyCubeTexture;
  31032. private _emptyTexture3D;
  31033. /** @hidden */
  31034. _frameHandler: number;
  31035. private _nextFreeTextureSlots;
  31036. private _maxSimultaneousTextures;
  31037. private _activeRequests;
  31038. private _texturesSupported;
  31039. /** @hidden */
  31040. _textureFormatInUse: Nullable<string>;
  31041. /**
  31042. * Gets the list of texture formats supported
  31043. */
  31044. readonly texturesSupported: Array<string>;
  31045. /**
  31046. * Gets the list of texture formats in use
  31047. */
  31048. readonly textureFormatInUse: Nullable<string>;
  31049. /**
  31050. * Gets the current viewport
  31051. */
  31052. readonly currentViewport: Nullable<IViewportLike>;
  31053. /**
  31054. * Gets the default empty texture
  31055. */
  31056. readonly emptyTexture: InternalTexture;
  31057. /**
  31058. * Gets the default empty 3D texture
  31059. */
  31060. readonly emptyTexture3D: InternalTexture;
  31061. /**
  31062. * Gets the default empty cube texture
  31063. */
  31064. readonly emptyCubeTexture: InternalTexture;
  31065. /**
  31066. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31067. */
  31068. readonly premultipliedAlpha: boolean;
  31069. /**
  31070. * Creates a new engine
  31071. * @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
  31072. * @param antialias defines enable antialiasing (default: false)
  31073. * @param options defines further options to be sent to the getContext() function
  31074. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31075. */
  31076. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31077. /**
  31078. * Initializes a webVR display and starts listening to display change events
  31079. * The onVRDisplayChangedObservable will be notified upon these changes
  31080. * @returns The onVRDisplayChangedObservable
  31081. */
  31082. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31083. /** @hidden */
  31084. _prepareVRComponent(): void;
  31085. /** @hidden */
  31086. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31087. /** @hidden */
  31088. _submitVRFrame(): void;
  31089. /**
  31090. * Call this function to leave webVR mode
  31091. * Will do nothing if webVR is not supported or if there is no webVR device
  31092. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31093. */
  31094. disableVR(): void;
  31095. /**
  31096. * Gets a boolean indicating that the system is in VR mode and is presenting
  31097. * @returns true if VR mode is engaged
  31098. */
  31099. isVRPresenting(): boolean;
  31100. /** @hidden */
  31101. _requestVRFrame(): void;
  31102. private _disableTouchAction;
  31103. private _rebuildInternalTextures;
  31104. private _rebuildEffects;
  31105. /**
  31106. * Gets a boolean indicating if all created effects are ready
  31107. * @returns true if all effects are ready
  31108. */
  31109. areAllEffectsReady(): boolean;
  31110. private _rebuildBuffers;
  31111. private _initGLContext;
  31112. /**
  31113. * Gets version of the current webGL context
  31114. */
  31115. readonly webGLVersion: number;
  31116. /**
  31117. * Gets a string idenfifying the name of the class
  31118. * @returns "Engine" string
  31119. */
  31120. getClassName(): string;
  31121. /**
  31122. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31123. */
  31124. readonly isStencilEnable: boolean;
  31125. /** @hidden */
  31126. _prepareWorkingCanvas(): void;
  31127. /**
  31128. * Reset the texture cache to empty state
  31129. */
  31130. resetTextureCache(): void;
  31131. /**
  31132. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31133. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31134. * @returns true if engine is in deterministic lock step mode
  31135. */
  31136. isDeterministicLockStep(): boolean;
  31137. /**
  31138. * Gets the max steps when engine is running in deterministic lock step
  31139. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31140. * @returns the max steps
  31141. */
  31142. getLockstepMaxSteps(): number;
  31143. /**
  31144. * Gets an object containing information about the current webGL context
  31145. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31146. */
  31147. getGlInfo(): {
  31148. vendor: string;
  31149. renderer: string;
  31150. version: string;
  31151. };
  31152. /**
  31153. * Gets current aspect ratio
  31154. * @param viewportOwner defines the camera to use to get the aspect ratio
  31155. * @param useScreen defines if screen size must be used (or the current render target if any)
  31156. * @returns a number defining the aspect ratio
  31157. */
  31158. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31159. /**
  31160. * Gets current screen aspect ratio
  31161. * @returns a number defining the aspect ratio
  31162. */
  31163. getScreenAspectRatio(): number;
  31164. /**
  31165. * Gets the current render width
  31166. * @param useScreen defines if screen size must be used (or the current render target if any)
  31167. * @returns a number defining the current render width
  31168. */
  31169. getRenderWidth(useScreen?: boolean): number;
  31170. /**
  31171. * Gets the current render height
  31172. * @param useScreen defines if screen size must be used (or the current render target if any)
  31173. * @returns a number defining the current render height
  31174. */
  31175. getRenderHeight(useScreen?: boolean): number;
  31176. /**
  31177. * Gets the HTML canvas attached with the current webGL context
  31178. * @returns a HTML canvas
  31179. */
  31180. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31181. /**
  31182. * Gets the client rect of the HTML canvas attached with the current webGL context
  31183. * @returns a client rectanglee
  31184. */
  31185. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31186. /**
  31187. * Defines the hardware scaling level.
  31188. * By default the hardware scaling level is computed from the window device ratio.
  31189. * 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.
  31190. * @param level defines the level to use
  31191. */
  31192. setHardwareScalingLevel(level: number): void;
  31193. /**
  31194. * Gets the current hardware scaling level.
  31195. * By default the hardware scaling level is computed from the window device ratio.
  31196. * 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.
  31197. * @returns a number indicating the current hardware scaling level
  31198. */
  31199. getHardwareScalingLevel(): number;
  31200. /**
  31201. * Gets the list of loaded textures
  31202. * @returns an array containing all loaded textures
  31203. */
  31204. getLoadedTexturesCache(): InternalTexture[];
  31205. /**
  31206. * Gets the object containing all engine capabilities
  31207. * @returns the EngineCapabilities object
  31208. */
  31209. getCaps(): EngineCapabilities;
  31210. /**
  31211. * Gets the current depth function
  31212. * @returns a number defining the depth function
  31213. */
  31214. getDepthFunction(): Nullable<number>;
  31215. /**
  31216. * Sets the current depth function
  31217. * @param depthFunc defines the function to use
  31218. */
  31219. setDepthFunction(depthFunc: number): void;
  31220. /**
  31221. * Sets the current depth function to GREATER
  31222. */
  31223. setDepthFunctionToGreater(): void;
  31224. /**
  31225. * Sets the current depth function to GEQUAL
  31226. */
  31227. setDepthFunctionToGreaterOrEqual(): void;
  31228. /**
  31229. * Sets the current depth function to LESS
  31230. */
  31231. setDepthFunctionToLess(): void;
  31232. private _cachedStencilBuffer;
  31233. private _cachedStencilFunction;
  31234. private _cachedStencilMask;
  31235. private _cachedStencilOperationPass;
  31236. private _cachedStencilOperationFail;
  31237. private _cachedStencilOperationDepthFail;
  31238. private _cachedStencilReference;
  31239. /**
  31240. * Caches the the state of the stencil buffer
  31241. */
  31242. cacheStencilState(): void;
  31243. /**
  31244. * Restores the state of the stencil buffer
  31245. */
  31246. restoreStencilState(): void;
  31247. /**
  31248. * Sets the current depth function to LEQUAL
  31249. */
  31250. setDepthFunctionToLessOrEqual(): void;
  31251. /**
  31252. * Gets a boolean indicating if stencil buffer is enabled
  31253. * @returns the current stencil buffer state
  31254. */
  31255. getStencilBuffer(): boolean;
  31256. /**
  31257. * Enable or disable the stencil buffer
  31258. * @param enable defines if the stencil buffer must be enabled or disabled
  31259. */
  31260. setStencilBuffer(enable: boolean): void;
  31261. /**
  31262. * Gets the current stencil mask
  31263. * @returns a number defining the new stencil mask to use
  31264. */
  31265. getStencilMask(): number;
  31266. /**
  31267. * Sets the current stencil mask
  31268. * @param mask defines the new stencil mask to use
  31269. */
  31270. setStencilMask(mask: number): void;
  31271. /**
  31272. * Gets the current stencil function
  31273. * @returns a number defining the stencil function to use
  31274. */
  31275. getStencilFunction(): number;
  31276. /**
  31277. * Gets the current stencil reference value
  31278. * @returns a number defining the stencil reference value to use
  31279. */
  31280. getStencilFunctionReference(): number;
  31281. /**
  31282. * Gets the current stencil mask
  31283. * @returns a number defining the stencil mask to use
  31284. */
  31285. getStencilFunctionMask(): number;
  31286. /**
  31287. * Sets the current stencil function
  31288. * @param stencilFunc defines the new stencil function to use
  31289. */
  31290. setStencilFunction(stencilFunc: number): void;
  31291. /**
  31292. * Sets the current stencil reference
  31293. * @param reference defines the new stencil reference to use
  31294. */
  31295. setStencilFunctionReference(reference: number): void;
  31296. /**
  31297. * Sets the current stencil mask
  31298. * @param mask defines the new stencil mask to use
  31299. */
  31300. setStencilFunctionMask(mask: number): void;
  31301. /**
  31302. * Gets the current stencil operation when stencil fails
  31303. * @returns a number defining stencil operation to use when stencil fails
  31304. */
  31305. getStencilOperationFail(): number;
  31306. /**
  31307. * Gets the current stencil operation when depth fails
  31308. * @returns a number defining stencil operation to use when depth fails
  31309. */
  31310. getStencilOperationDepthFail(): number;
  31311. /**
  31312. * Gets the current stencil operation when stencil passes
  31313. * @returns a number defining stencil operation to use when stencil passes
  31314. */
  31315. getStencilOperationPass(): number;
  31316. /**
  31317. * Sets the stencil operation to use when stencil fails
  31318. * @param operation defines the stencil operation to use when stencil fails
  31319. */
  31320. setStencilOperationFail(operation: number): void;
  31321. /**
  31322. * Sets the stencil operation to use when depth fails
  31323. * @param operation defines the stencil operation to use when depth fails
  31324. */
  31325. setStencilOperationDepthFail(operation: number): void;
  31326. /**
  31327. * Sets the stencil operation to use when stencil passes
  31328. * @param operation defines the stencil operation to use when stencil passes
  31329. */
  31330. setStencilOperationPass(operation: number): void;
  31331. /**
  31332. * Sets a boolean indicating if the dithering state is enabled or disabled
  31333. * @param value defines the dithering state
  31334. */
  31335. setDitheringState(value: boolean): void;
  31336. /**
  31337. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31338. * @param value defines the rasterizer state
  31339. */
  31340. setRasterizerState(value: boolean): void;
  31341. /**
  31342. * stop executing a render loop function and remove it from the execution array
  31343. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31344. */
  31345. stopRenderLoop(renderFunction?: () => void): void;
  31346. /** @hidden */
  31347. _renderLoop(): void;
  31348. /**
  31349. * Register and execute a render loop. The engine can have more than one render function
  31350. * @param renderFunction defines the function to continuously execute
  31351. */
  31352. runRenderLoop(renderFunction: () => void): void;
  31353. /**
  31354. * Toggle full screen mode
  31355. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31356. */
  31357. switchFullscreen(requestPointerLock: boolean): void;
  31358. /**
  31359. * Enters full screen mode
  31360. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31361. */
  31362. enterFullscreen(requestPointerLock: boolean): void;
  31363. /**
  31364. * Exits full screen mode
  31365. */
  31366. exitFullscreen(): void;
  31367. /**
  31368. * Enters Pointerlock mode
  31369. */
  31370. enterPointerlock(): void;
  31371. /**
  31372. * Exits Pointerlock mode
  31373. */
  31374. exitPointerlock(): void;
  31375. /**
  31376. * Clear the current render buffer or the current render target (if any is set up)
  31377. * @param color defines the color to use
  31378. * @param backBuffer defines if the back buffer must be cleared
  31379. * @param depth defines if the depth buffer must be cleared
  31380. * @param stencil defines if the stencil buffer must be cleared
  31381. */
  31382. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31383. /**
  31384. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31385. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31386. * @param y defines the y-coordinate of the corner of the clear rectangle
  31387. * @param width defines the width of the clear rectangle
  31388. * @param height defines the height of the clear rectangle
  31389. * @param clearColor defines the clear color
  31390. */
  31391. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31392. /**
  31393. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31394. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31395. * @param y defines the y-coordinate of the corner of the clear rectangle
  31396. * @param width defines the width of the clear rectangle
  31397. * @param height defines the height of the clear rectangle
  31398. */
  31399. enableScissor(x: number, y: number, width: number, height: number): void;
  31400. /**
  31401. * Disable previously set scissor test rectangle
  31402. */
  31403. disableScissor(): void;
  31404. private _viewportCached;
  31405. /** @hidden */
  31406. _viewport(x: number, y: number, width: number, height: number): void;
  31407. /**
  31408. * Set the WebGL's viewport
  31409. * @param viewport defines the viewport element to be used
  31410. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31411. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31412. */
  31413. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31414. /**
  31415. * Directly set the WebGL Viewport
  31416. * @param x defines the x coordinate of the viewport (in screen space)
  31417. * @param y defines the y coordinate of the viewport (in screen space)
  31418. * @param width defines the width of the viewport (in screen space)
  31419. * @param height defines the height of the viewport (in screen space)
  31420. * @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
  31421. */
  31422. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31423. /**
  31424. * Begin a new frame
  31425. */
  31426. beginFrame(): void;
  31427. /**
  31428. * Enf the current frame
  31429. */
  31430. endFrame(): void;
  31431. /**
  31432. * Resize the view according to the canvas' size
  31433. */
  31434. resize(): void;
  31435. /**
  31436. * Force a specific size of the canvas
  31437. * @param width defines the new canvas' width
  31438. * @param height defines the new canvas' height
  31439. */
  31440. setSize(width: number, height: number): void;
  31441. /**
  31442. * Binds the frame buffer to the specified texture.
  31443. * @param texture The texture to render to or null for the default canvas
  31444. * @param faceIndex The face of the texture to render to in case of cube texture
  31445. * @param requiredWidth The width of the target to render to
  31446. * @param requiredHeight The height of the target to render to
  31447. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31448. * @param depthStencilTexture The depth stencil texture to use to render
  31449. * @param lodLevel defines le lod level to bind to the frame buffer
  31450. */
  31451. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31452. /** @hidden */
  31453. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31454. /**
  31455. * Unbind the current render target texture from the webGL context
  31456. * @param texture defines the render target texture to unbind
  31457. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31458. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31459. */
  31460. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31461. /**
  31462. * Force the mipmap generation for the given render target texture
  31463. * @param texture defines the render target texture to use
  31464. */
  31465. generateMipMapsForCubemap(texture: InternalTexture): void;
  31466. /**
  31467. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31468. */
  31469. flushFramebuffer(): void;
  31470. /**
  31471. * Unbind the current render target and bind the default framebuffer
  31472. */
  31473. restoreDefaultFramebuffer(): void;
  31474. /**
  31475. * Create an uniform buffer
  31476. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31477. * @param elements defines the content of the uniform buffer
  31478. * @returns the webGL uniform buffer
  31479. */
  31480. createUniformBuffer(elements: FloatArray): DataBuffer;
  31481. /**
  31482. * Create a dynamic uniform buffer
  31483. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31484. * @param elements defines the content of the uniform buffer
  31485. * @returns the webGL uniform buffer
  31486. */
  31487. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31488. /**
  31489. * Update an existing uniform buffer
  31490. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31491. * @param uniformBuffer defines the target uniform buffer
  31492. * @param elements defines the content to update
  31493. * @param offset defines the offset in the uniform buffer where update should start
  31494. * @param count defines the size of the data to update
  31495. */
  31496. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31497. private _resetVertexBufferBinding;
  31498. /**
  31499. * Creates a vertex buffer
  31500. * @param data the data for the vertex buffer
  31501. * @returns the new WebGL static buffer
  31502. */
  31503. createVertexBuffer(data: DataArray): DataBuffer;
  31504. /**
  31505. * Creates a dynamic vertex buffer
  31506. * @param data the data for the dynamic vertex buffer
  31507. * @returns the new WebGL dynamic buffer
  31508. */
  31509. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31510. /**
  31511. * Update a dynamic index buffer
  31512. * @param indexBuffer defines the target index buffer
  31513. * @param indices defines the data to update
  31514. * @param offset defines the offset in the target index buffer where update should start
  31515. */
  31516. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31517. /**
  31518. * Updates a dynamic vertex buffer.
  31519. * @param vertexBuffer the vertex buffer to update
  31520. * @param data the data used to update the vertex buffer
  31521. * @param byteOffset the byte offset of the data
  31522. * @param byteLength the byte length of the data
  31523. */
  31524. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31525. private _resetIndexBufferBinding;
  31526. /**
  31527. * Creates a new index buffer
  31528. * @param indices defines the content of the index buffer
  31529. * @param updatable defines if the index buffer must be updatable
  31530. * @returns a new webGL buffer
  31531. */
  31532. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31533. /**
  31534. * Bind a webGL buffer to the webGL context
  31535. * @param buffer defines the buffer to bind
  31536. */
  31537. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31538. /**
  31539. * Bind an uniform buffer to the current webGL context
  31540. * @param buffer defines the buffer to bind
  31541. */
  31542. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31543. /**
  31544. * Bind a buffer to the current webGL context at a given location
  31545. * @param buffer defines the buffer to bind
  31546. * @param location defines the index where to bind the buffer
  31547. */
  31548. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31549. /**
  31550. * Bind a specific block at a given index in a specific shader program
  31551. * @param pipelineContext defines the pipeline context to use
  31552. * @param blockName defines the block name
  31553. * @param index defines the index where to bind the block
  31554. */
  31555. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31556. private bindIndexBuffer;
  31557. private bindBuffer;
  31558. /**
  31559. * update the bound buffer with the given data
  31560. * @param data defines the data to update
  31561. */
  31562. updateArrayBuffer(data: Float32Array): void;
  31563. private _vertexAttribPointer;
  31564. private _bindIndexBufferWithCache;
  31565. private _bindVertexBuffersAttributes;
  31566. /**
  31567. * Records a vertex array object
  31568. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31569. * @param vertexBuffers defines the list of vertex buffers to store
  31570. * @param indexBuffer defines the index buffer to store
  31571. * @param effect defines the effect to store
  31572. * @returns the new vertex array object
  31573. */
  31574. recordVertexArrayObject(vertexBuffers: {
  31575. [key: string]: VertexBuffer;
  31576. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31577. /**
  31578. * Bind a specific vertex array object
  31579. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31580. * @param vertexArrayObject defines the vertex array object to bind
  31581. * @param indexBuffer defines the index buffer to bind
  31582. */
  31583. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31584. /**
  31585. * Bind webGl buffers directly to the webGL context
  31586. * @param vertexBuffer defines the vertex buffer to bind
  31587. * @param indexBuffer defines the index buffer to bind
  31588. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31589. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31590. * @param effect defines the effect associated with the vertex buffer
  31591. */
  31592. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31593. private _unbindVertexArrayObject;
  31594. /**
  31595. * Bind a list of vertex buffers to the webGL context
  31596. * @param vertexBuffers defines the list of vertex buffers to bind
  31597. * @param indexBuffer defines the index buffer to bind
  31598. * @param effect defines the effect associated with the vertex buffers
  31599. */
  31600. bindBuffers(vertexBuffers: {
  31601. [key: string]: Nullable<VertexBuffer>;
  31602. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31603. /**
  31604. * Unbind all instance attributes
  31605. */
  31606. unbindInstanceAttributes(): void;
  31607. /**
  31608. * Release and free the memory of a vertex array object
  31609. * @param vao defines the vertex array object to delete
  31610. */
  31611. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31612. /** @hidden */
  31613. _releaseBuffer(buffer: DataBuffer): boolean;
  31614. /**
  31615. * Creates a webGL buffer to use with instanciation
  31616. * @param capacity defines the size of the buffer
  31617. * @returns the webGL buffer
  31618. */
  31619. createInstancesBuffer(capacity: number): DataBuffer;
  31620. /**
  31621. * Delete a webGL buffer used with instanciation
  31622. * @param buffer defines the webGL buffer to delete
  31623. */
  31624. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31625. /**
  31626. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31627. * @param instancesBuffer defines the webGL buffer to update and bind
  31628. * @param data defines the data to store in the buffer
  31629. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31630. */
  31631. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31632. /**
  31633. * Apply all cached states (depth, culling, stencil and alpha)
  31634. */
  31635. applyStates(): void;
  31636. /**
  31637. * Send a draw order
  31638. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31639. * @param indexStart defines the starting index
  31640. * @param indexCount defines the number of index to draw
  31641. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31642. */
  31643. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31644. /**
  31645. * Draw a list of points
  31646. * @param verticesStart defines the index of first vertex to draw
  31647. * @param verticesCount defines the count of vertices to draw
  31648. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31649. */
  31650. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31651. /**
  31652. * Draw a list of unindexed primitives
  31653. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31654. * @param verticesStart defines the index of first vertex to draw
  31655. * @param verticesCount defines the count of vertices to draw
  31656. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31657. */
  31658. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31659. /**
  31660. * Draw a list of indexed primitives
  31661. * @param fillMode defines the primitive to use
  31662. * @param indexStart defines the starting index
  31663. * @param indexCount defines the number of index to draw
  31664. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31665. */
  31666. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31667. /**
  31668. * Draw a list of unindexed primitives
  31669. * @param fillMode defines the primitive to use
  31670. * @param verticesStart defines the index of first vertex to draw
  31671. * @param verticesCount defines the count of vertices to draw
  31672. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31673. */
  31674. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31675. private _drawMode;
  31676. /** @hidden */
  31677. _releaseEffect(effect: Effect): void;
  31678. /** @hidden */
  31679. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31680. /**
  31681. * Create a new effect (used to store vertex/fragment shaders)
  31682. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31683. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31684. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31685. * @param samplers defines an array of string used to represent textures
  31686. * @param defines defines the string containing the defines to use to compile the shaders
  31687. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31688. * @param onCompiled defines a function to call when the effect creation is successful
  31689. * @param onError defines a function to call when the effect creation has failed
  31690. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31691. * @returns the new Effect
  31692. */
  31693. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31694. private _compileShader;
  31695. private _compileRawShader;
  31696. /**
  31697. * Directly creates a webGL program
  31698. * @param pipelineContext defines the pipeline context to attach to
  31699. * @param vertexCode defines the vertex shader code to use
  31700. * @param fragmentCode defines the fragment shader code to use
  31701. * @param context defines the webGL context to use (if not set, the current one will be used)
  31702. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31703. * @returns the new webGL program
  31704. */
  31705. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31706. /**
  31707. * Creates a webGL program
  31708. * @param pipelineContext defines the pipeline context to attach to
  31709. * @param vertexCode defines the vertex shader code to use
  31710. * @param fragmentCode defines the fragment shader code to use
  31711. * @param defines defines the string containing the defines to use to compile the shaders
  31712. * @param context defines the webGL context to use (if not set, the current one will be used)
  31713. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31714. * @returns the new webGL program
  31715. */
  31716. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31717. /**
  31718. * Creates a new pipeline context
  31719. * @returns the new pipeline
  31720. */
  31721. createPipelineContext(): WebGLPipelineContext;
  31722. private _createShaderProgram;
  31723. private _finalizePipelineContext;
  31724. /** @hidden */
  31725. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31726. /** @hidden */
  31727. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31728. /** @hidden */
  31729. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31730. /**
  31731. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31732. * @param pipelineContext defines the pipeline context to use
  31733. * @param uniformsNames defines the list of uniform names
  31734. * @returns an array of webGL uniform locations
  31735. */
  31736. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31737. /**
  31738. * Gets the lsit of active attributes for a given webGL program
  31739. * @param pipelineContext defines the pipeline context to use
  31740. * @param attributesNames defines the list of attribute names to get
  31741. * @returns an array of indices indicating the offset of each attribute
  31742. */
  31743. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31744. /**
  31745. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31746. * @param effect defines the effect to activate
  31747. */
  31748. enableEffect(effect: Nullable<Effect>): void;
  31749. /**
  31750. * Set the value of an uniform to an array of int32
  31751. * @param uniform defines the webGL uniform location where to store the value
  31752. * @param array defines the array of int32 to store
  31753. */
  31754. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31755. /**
  31756. * Set the value of an uniform to an array of int32 (stored as vec2)
  31757. * @param uniform defines the webGL uniform location where to store the value
  31758. * @param array defines the array of int32 to store
  31759. */
  31760. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31761. /**
  31762. * Set the value of an uniform to an array of int32 (stored as vec3)
  31763. * @param uniform defines the webGL uniform location where to store the value
  31764. * @param array defines the array of int32 to store
  31765. */
  31766. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31767. /**
  31768. * Set the value of an uniform to an array of int32 (stored as vec4)
  31769. * @param uniform defines the webGL uniform location where to store the value
  31770. * @param array defines the array of int32 to store
  31771. */
  31772. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31773. /**
  31774. * Set the value of an uniform to an array of float32
  31775. * @param uniform defines the webGL uniform location where to store the value
  31776. * @param array defines the array of float32 to store
  31777. */
  31778. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31779. /**
  31780. * Set the value of an uniform to an array of float32 (stored as vec2)
  31781. * @param uniform defines the webGL uniform location where to store the value
  31782. * @param array defines the array of float32 to store
  31783. */
  31784. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31785. /**
  31786. * Set the value of an uniform to an array of float32 (stored as vec3)
  31787. * @param uniform defines the webGL uniform location where to store the value
  31788. * @param array defines the array of float32 to store
  31789. */
  31790. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31791. /**
  31792. * Set the value of an uniform to an array of float32 (stored as vec4)
  31793. * @param uniform defines the webGL uniform location where to store the value
  31794. * @param array defines the array of float32 to store
  31795. */
  31796. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31797. /**
  31798. * Set the value of an uniform to an array of number
  31799. * @param uniform defines the webGL uniform location where to store the value
  31800. * @param array defines the array of number to store
  31801. */
  31802. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31803. /**
  31804. * Set the value of an uniform to an array of number (stored as vec2)
  31805. * @param uniform defines the webGL uniform location where to store the value
  31806. * @param array defines the array of number to store
  31807. */
  31808. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31809. /**
  31810. * Set the value of an uniform to an array of number (stored as vec3)
  31811. * @param uniform defines the webGL uniform location where to store the value
  31812. * @param array defines the array of number to store
  31813. */
  31814. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31815. /**
  31816. * Set the value of an uniform to an array of number (stored as vec4)
  31817. * @param uniform defines the webGL uniform location where to store the value
  31818. * @param array defines the array of number to store
  31819. */
  31820. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31821. /**
  31822. * Set the value of an uniform to an array of float32 (stored as matrices)
  31823. * @param uniform defines the webGL uniform location where to store the value
  31824. * @param matrices defines the array of float32 to store
  31825. */
  31826. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31827. /**
  31828. * Set the value of an uniform to a matrix (3x3)
  31829. * @param uniform defines the webGL uniform location where to store the value
  31830. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31831. */
  31832. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31833. /**
  31834. * Set the value of an uniform to a matrix (2x2)
  31835. * @param uniform defines the webGL uniform location where to store the value
  31836. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31837. */
  31838. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31839. /**
  31840. * Set the value of an uniform to a number (int)
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param value defines the int number to store
  31843. */
  31844. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31845. /**
  31846. * Set the value of an uniform to a number (float)
  31847. * @param uniform defines the webGL uniform location where to store the value
  31848. * @param value defines the float number to store
  31849. */
  31850. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31851. /**
  31852. * Set the value of an uniform to a vec2
  31853. * @param uniform defines the webGL uniform location where to store the value
  31854. * @param x defines the 1st component of the value
  31855. * @param y defines the 2nd component of the value
  31856. */
  31857. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31858. /**
  31859. * Set the value of an uniform to a vec3
  31860. * @param uniform defines the webGL uniform location where to store the value
  31861. * @param x defines the 1st component of the value
  31862. * @param y defines the 2nd component of the value
  31863. * @param z defines the 3rd component of the value
  31864. */
  31865. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31866. /**
  31867. * Set the value of an uniform to a boolean
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param bool defines the boolean to store
  31870. */
  31871. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31872. /**
  31873. * Set the value of an uniform to a vec4
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param x defines the 1st component of the value
  31876. * @param y defines the 2nd component of the value
  31877. * @param z defines the 3rd component of the value
  31878. * @param w defines the 4th component of the value
  31879. */
  31880. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31881. /**
  31882. * Sets a Color4 on a uniform variable
  31883. * @param uniform defines the uniform location
  31884. * @param color4 defines the value to be set
  31885. */
  31886. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31887. /**
  31888. * Set various states to the webGL context
  31889. * @param culling defines backface culling state
  31890. * @param zOffset defines the value to apply to zOffset (0 by default)
  31891. * @param force defines if states must be applied even if cache is up to date
  31892. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31893. */
  31894. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31895. /**
  31896. * Set the z offset to apply to current rendering
  31897. * @param value defines the offset to apply
  31898. */
  31899. setZOffset(value: number): void;
  31900. /**
  31901. * Gets the current value of the zOffset
  31902. * @returns the current zOffset state
  31903. */
  31904. getZOffset(): number;
  31905. /**
  31906. * Enable or disable depth buffering
  31907. * @param enable defines the state to set
  31908. */
  31909. setDepthBuffer(enable: boolean): void;
  31910. /**
  31911. * Gets a boolean indicating if depth writing is enabled
  31912. * @returns the current depth writing state
  31913. */
  31914. getDepthWrite(): boolean;
  31915. /**
  31916. * Enable or disable depth writing
  31917. * @param enable defines the state to set
  31918. */
  31919. setDepthWrite(enable: boolean): void;
  31920. /**
  31921. * Enable or disable color writing
  31922. * @param enable defines the state to set
  31923. */
  31924. setColorWrite(enable: boolean): void;
  31925. /**
  31926. * Gets a boolean indicating if color writing is enabled
  31927. * @returns the current color writing state
  31928. */
  31929. getColorWrite(): boolean;
  31930. /**
  31931. * Sets alpha constants used by some alpha blending modes
  31932. * @param r defines the red component
  31933. * @param g defines the green component
  31934. * @param b defines the blue component
  31935. * @param a defines the alpha component
  31936. */
  31937. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31938. /**
  31939. * Sets the current alpha mode
  31940. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31941. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31942. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31943. */
  31944. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31945. /**
  31946. * Gets the current alpha mode
  31947. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31948. * @returns the current alpha mode
  31949. */
  31950. getAlphaMode(): number;
  31951. /**
  31952. * Clears the list of texture accessible through engine.
  31953. * This can help preventing texture load conflict due to name collision.
  31954. */
  31955. clearInternalTexturesCache(): void;
  31956. /**
  31957. * Force the entire cache to be cleared
  31958. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31959. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31960. */
  31961. wipeCaches(bruteForce?: boolean): void;
  31962. /**
  31963. * Set the compressed texture format to use, based on the formats you have, and the formats
  31964. * supported by the hardware / browser.
  31965. *
  31966. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31967. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31968. * to API arguments needed to compressed textures. This puts the burden on the container
  31969. * generator to house the arcane code for determining these for current & future formats.
  31970. *
  31971. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31972. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31973. *
  31974. * Note: The result of this call is not taken into account when a texture is base64.
  31975. *
  31976. * @param formatsAvailable defines the list of those format families you have created
  31977. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31978. *
  31979. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31980. * @returns The extension selected.
  31981. */
  31982. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31983. /** @hidden */
  31984. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31985. min: number;
  31986. mag: number;
  31987. };
  31988. /** @hidden */
  31989. _createTexture(): WebGLTexture;
  31990. /**
  31991. * Usually called from Texture.ts.
  31992. * Passed information to create a WebGLTexture
  31993. * @param urlArg defines a value which contains one of the following:
  31994. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31995. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31996. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31997. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31998. * @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)
  31999. * @param scene needed for loading to the correct scene
  32000. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32001. * @param onLoad optional callback to be called upon successful completion
  32002. * @param onError optional callback to be called upon failure
  32003. * @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
  32004. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32005. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32006. * @param forcedExtension defines the extension to use to pick the right loader
  32007. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32008. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32009. */
  32010. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32011. /**
  32012. * @hidden
  32013. * Rescales a texture
  32014. * @param source input texutre
  32015. * @param destination destination texture
  32016. * @param scene scene to use to render the resize
  32017. * @param internalFormat format to use when resizing
  32018. * @param onComplete callback to be called when resize has completed
  32019. */
  32020. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32021. private _unpackFlipYCached;
  32022. /**
  32023. * In case you are sharing the context with other applications, it might
  32024. * be interested to not cache the unpack flip y state to ensure a consistent
  32025. * value would be set.
  32026. */
  32027. enableUnpackFlipYCached: boolean;
  32028. /** @hidden */
  32029. _unpackFlipY(value: boolean): void;
  32030. /** @hidden */
  32031. _getUnpackAlignement(): number;
  32032. /**
  32033. * Creates a dynamic texture
  32034. * @param width defines the width of the texture
  32035. * @param height defines the height of the texture
  32036. * @param generateMipMaps defines if the engine should generate the mip levels
  32037. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32038. * @returns the dynamic texture inside an InternalTexture
  32039. */
  32040. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32041. /**
  32042. * Update the sampling mode of a given texture
  32043. * @param samplingMode defines the required sampling mode
  32044. * @param texture defines the texture to update
  32045. */
  32046. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32047. /**
  32048. * Update the content of a dynamic texture
  32049. * @param texture defines the texture to update
  32050. * @param canvas defines the canvas containing the source
  32051. * @param invertY defines if data must be stored with Y axis inverted
  32052. * @param premulAlpha defines if alpha is stored as premultiplied
  32053. * @param format defines the format of the data
  32054. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32055. */
  32056. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32057. /**
  32058. * Update a video texture
  32059. * @param texture defines the texture to update
  32060. * @param video defines the video element to use
  32061. * @param invertY defines if data must be stored with Y axis inverted
  32062. */
  32063. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32064. /**
  32065. * Updates a depth texture Comparison Mode and Function.
  32066. * If the comparison Function is equal to 0, the mode will be set to none.
  32067. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32068. * @param texture The texture to set the comparison function for
  32069. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32070. */
  32071. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32072. /** @hidden */
  32073. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32074. width: number;
  32075. height: number;
  32076. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32077. /**
  32078. * Creates a depth stencil texture.
  32079. * This is only available in WebGL 2 or with the depth texture extension available.
  32080. * @param size The size of face edge in the texture.
  32081. * @param options The options defining the texture.
  32082. * @returns The texture
  32083. */
  32084. createDepthStencilTexture(size: number | {
  32085. width: number;
  32086. height: number;
  32087. }, options: DepthTextureCreationOptions): InternalTexture;
  32088. /**
  32089. * Creates a depth stencil texture.
  32090. * This is only available in WebGL 2 or with the depth texture extension available.
  32091. * @param size The size of face edge in the texture.
  32092. * @param options The options defining the texture.
  32093. * @returns The texture
  32094. */
  32095. private _createDepthStencilTexture;
  32096. /**
  32097. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32098. * @param renderTarget The render target to set the frame buffer for
  32099. */
  32100. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32101. /**
  32102. * Creates a new render target texture
  32103. * @param size defines the size of the texture
  32104. * @param options defines the options used to create the texture
  32105. * @returns a new render target texture stored in an InternalTexture
  32106. */
  32107. createRenderTargetTexture(size: number | {
  32108. width: number;
  32109. height: number;
  32110. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32111. /** @hidden */
  32112. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32113. /**
  32114. * Updates the sample count of a render target texture
  32115. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32116. * @param texture defines the texture to update
  32117. * @param samples defines the sample count to set
  32118. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32119. */
  32120. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32121. /** @hidden */
  32122. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32123. /** @hidden */
  32124. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32125. /** @hidden */
  32126. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32127. /** @hidden */
  32128. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32129. /**
  32130. * @hidden
  32131. */
  32132. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32133. private _prepareWebGLTextureContinuation;
  32134. private _prepareWebGLTexture;
  32135. /** @hidden */
  32136. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32137. /** @hidden */
  32138. _releaseFramebufferObjects(texture: InternalTexture): void;
  32139. /** @hidden */
  32140. _releaseTexture(texture: InternalTexture): void;
  32141. private setProgram;
  32142. private _boundUniforms;
  32143. /**
  32144. * Binds an effect to the webGL context
  32145. * @param effect defines the effect to bind
  32146. */
  32147. bindSamplers(effect: Effect): void;
  32148. private _activateCurrentTexture;
  32149. /** @hidden */
  32150. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32151. /** @hidden */
  32152. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32153. /**
  32154. * Sets a texture to the webGL context from a postprocess
  32155. * @param channel defines the channel to use
  32156. * @param postProcess defines the source postprocess
  32157. */
  32158. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32159. /**
  32160. * Binds the output of the passed in post process to the texture channel specified
  32161. * @param channel The channel the texture should be bound to
  32162. * @param postProcess The post process which's output should be bound
  32163. */
  32164. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32165. /**
  32166. * Unbind all textures from the webGL context
  32167. */
  32168. unbindAllTextures(): void;
  32169. /**
  32170. * Sets a texture to the according uniform.
  32171. * @param channel The texture channel
  32172. * @param uniform The uniform to set
  32173. * @param texture The texture to apply
  32174. */
  32175. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32176. /**
  32177. * Sets a depth stencil texture from a render target to the according uniform.
  32178. * @param channel The texture channel
  32179. * @param uniform The uniform to set
  32180. * @param texture The render target texture containing the depth stencil texture to apply
  32181. */
  32182. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32183. private _bindSamplerUniformToChannel;
  32184. private _getTextureWrapMode;
  32185. private _setTexture;
  32186. /**
  32187. * Sets an array of texture to the webGL context
  32188. * @param channel defines the channel where the texture array must be set
  32189. * @param uniform defines the associated uniform location
  32190. * @param textures defines the array of textures to bind
  32191. */
  32192. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32193. /** @hidden */
  32194. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32195. private _setTextureParameterFloat;
  32196. private _setTextureParameterInteger;
  32197. /**
  32198. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32199. * @param x defines the x coordinate of the rectangle where pixels must be read
  32200. * @param y defines the y coordinate of the rectangle where pixels must be read
  32201. * @param width defines the width of the rectangle where pixels must be read
  32202. * @param height defines the height of the rectangle where pixels must be read
  32203. * @returns a Uint8Array containing RGBA colors
  32204. */
  32205. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32206. /**
  32207. * Add an externaly attached data from its key.
  32208. * This method call will fail and return false, if such key already exists.
  32209. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32210. * @param key the unique key that identifies the data
  32211. * @param data the data object to associate to the key for this Engine instance
  32212. * @return true if no such key were already present and the data was added successfully, false otherwise
  32213. */
  32214. addExternalData<T>(key: string, data: T): boolean;
  32215. /**
  32216. * Get an externaly attached data from its key
  32217. * @param key the unique key that identifies the data
  32218. * @return the associated data, if present (can be null), or undefined if not present
  32219. */
  32220. getExternalData<T>(key: string): T;
  32221. /**
  32222. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32223. * @param key the unique key that identifies the data
  32224. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32225. * @return the associated data, can be null if the factory returned null.
  32226. */
  32227. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32228. /**
  32229. * Remove an externaly attached data from the Engine instance
  32230. * @param key the unique key that identifies the data
  32231. * @return true if the data was successfully removed, false if it doesn't exist
  32232. */
  32233. removeExternalData(key: string): boolean;
  32234. /**
  32235. * Unbind all vertex attributes from the webGL context
  32236. */
  32237. unbindAllAttributes(): void;
  32238. /**
  32239. * 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
  32240. */
  32241. releaseEffects(): void;
  32242. /**
  32243. * Dispose and release all associated resources
  32244. */
  32245. dispose(): void;
  32246. /**
  32247. * Display the loading screen
  32248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32249. */
  32250. displayLoadingUI(): void;
  32251. /**
  32252. * Hide the loading screen
  32253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32254. */
  32255. hideLoadingUI(): void;
  32256. /**
  32257. * Gets the current loading screen object
  32258. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32259. */
  32260. /**
  32261. * Sets the current loading screen object
  32262. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32263. */
  32264. loadingScreen: ILoadingScreen;
  32265. /**
  32266. * Sets the current loading screen text
  32267. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32268. */
  32269. loadingUIText: string;
  32270. /**
  32271. * Sets the current loading screen background color
  32272. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32273. */
  32274. loadingUIBackgroundColor: string;
  32275. /**
  32276. * Attach a new callback raised when context lost event is fired
  32277. * @param callback defines the callback to call
  32278. */
  32279. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32280. /**
  32281. * Attach a new callback raised when context restored event is fired
  32282. * @param callback defines the callback to call
  32283. */
  32284. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32285. /**
  32286. * Gets the source code of the vertex shader associated with a specific webGL program
  32287. * @param program defines the program to use
  32288. * @returns a string containing the source code of the vertex shader associated with the program
  32289. */
  32290. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32291. /**
  32292. * Gets the source code of the fragment shader associated with a specific webGL program
  32293. * @param program defines the program to use
  32294. * @returns a string containing the source code of the fragment shader associated with the program
  32295. */
  32296. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32297. /**
  32298. * Get the current error code of the webGL context
  32299. * @returns the error code
  32300. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32301. */
  32302. getError(): number;
  32303. /**
  32304. * Gets the current framerate
  32305. * @returns a number representing the framerate
  32306. */
  32307. getFps(): number;
  32308. /**
  32309. * Gets the time spent between current and previous frame
  32310. * @returns a number representing the delta time in ms
  32311. */
  32312. getDeltaTime(): number;
  32313. private _measureFps;
  32314. /** @hidden */
  32315. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32316. private _canRenderToFloatFramebuffer;
  32317. private _canRenderToHalfFloatFramebuffer;
  32318. private _canRenderToFramebuffer;
  32319. /** @hidden */
  32320. _getWebGLTextureType(type: number): number;
  32321. /** @hidden */
  32322. _getInternalFormat(format: number): number;
  32323. /** @hidden */
  32324. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32325. /** @hidden */
  32326. _getRGBAMultiSampleBufferFormat(type: number): number;
  32327. /** @hidden */
  32328. _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;
  32329. /** @hidden */
  32330. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32331. /**
  32332. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32333. * @returns true if the engine can be created
  32334. * @ignorenaming
  32335. */
  32336. static isSupported(): boolean;
  32337. /**
  32338. * Find the next highest power of two.
  32339. * @param x Number to start search from.
  32340. * @return Next highest power of two.
  32341. */
  32342. static CeilingPOT(x: number): number;
  32343. /**
  32344. * Find the next lowest power of two.
  32345. * @param x Number to start search from.
  32346. * @return Next lowest power of two.
  32347. */
  32348. static FloorPOT(x: number): number;
  32349. /**
  32350. * Find the nearest power of two.
  32351. * @param x Number to start search from.
  32352. * @return Next nearest power of two.
  32353. */
  32354. static NearestPOT(x: number): number;
  32355. /**
  32356. * Get the closest exponent of two
  32357. * @param value defines the value to approximate
  32358. * @param max defines the maximum value to return
  32359. * @param mode defines how to define the closest value
  32360. * @returns closest exponent of two of the given value
  32361. */
  32362. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32363. /**
  32364. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32365. * @param func - the function to be called
  32366. * @param requester - the object that will request the next frame. Falls back to window.
  32367. * @returns frame number
  32368. */
  32369. static QueueNewFrame(func: () => void, requester?: any): number;
  32370. /**
  32371. * Ask the browser to promote the current element to pointerlock mode
  32372. * @param element defines the DOM element to promote
  32373. */
  32374. static _RequestPointerlock(element: HTMLElement): void;
  32375. /**
  32376. * Asks the browser to exit pointerlock mode
  32377. */
  32378. static _ExitPointerlock(): void;
  32379. /**
  32380. * Ask the browser to promote the current element to fullscreen rendering mode
  32381. * @param element defines the DOM element to promote
  32382. */
  32383. static _RequestFullscreen(element: HTMLElement): void;
  32384. /**
  32385. * Asks the browser to exit fullscreen mode
  32386. */
  32387. static _ExitFullscreen(): void;
  32388. }
  32389. }
  32390. declare module "babylonjs/Engines/engineStore" {
  32391. import { Nullable } from "babylonjs/types";
  32392. import { Engine } from "babylonjs/Engines/engine";
  32393. import { Scene } from "babylonjs/scene";
  32394. /**
  32395. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32396. * during the life time of the application.
  32397. */
  32398. export class EngineStore {
  32399. /** Gets the list of created engines */
  32400. static Instances: import("babylonjs/Engines/engine").Engine[];
  32401. /** @hidden */
  32402. static _LastCreatedScene: Nullable<Scene>;
  32403. /**
  32404. * Gets the latest created engine
  32405. */
  32406. static readonly LastCreatedEngine: Nullable<Engine>;
  32407. /**
  32408. * Gets the latest created scene
  32409. */
  32410. static readonly LastCreatedScene: Nullable<Scene>;
  32411. /**
  32412. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32413. * @ignorenaming
  32414. */
  32415. static UseFallbackTexture: boolean;
  32416. /**
  32417. * Texture content used if a texture cannot loaded
  32418. * @ignorenaming
  32419. */
  32420. static FallbackTexture: string;
  32421. }
  32422. }
  32423. declare module "babylonjs/Misc/promise" {
  32424. /**
  32425. * Helper class that provides a small promise polyfill
  32426. */
  32427. export class PromisePolyfill {
  32428. /**
  32429. * Static function used to check if the polyfill is required
  32430. * If this is the case then the function will inject the polyfill to window.Promise
  32431. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32432. */
  32433. static Apply(force?: boolean): void;
  32434. }
  32435. }
  32436. declare module "babylonjs/Misc/tools" {
  32437. import { Nullable, float } from "babylonjs/types";
  32438. import { DomManagement } from "babylonjs/Misc/domManagement";
  32439. import { WebRequest } from "babylonjs/Misc/webRequest";
  32440. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32441. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32442. import { Camera } from "babylonjs/Cameras/camera";
  32443. import { Engine } from "babylonjs/Engines/engine";
  32444. interface IColor4Like {
  32445. r: float;
  32446. g: float;
  32447. b: float;
  32448. a: float;
  32449. }
  32450. /**
  32451. * Class containing a set of static utilities functions
  32452. */
  32453. export class Tools {
  32454. /**
  32455. * Gets or sets the base URL to use to load assets
  32456. */
  32457. static BaseUrl: string;
  32458. /**
  32459. * Enable/Disable Custom HTTP Request Headers globally.
  32460. * default = false
  32461. * @see CustomRequestHeaders
  32462. */
  32463. static UseCustomRequestHeaders: boolean;
  32464. /**
  32465. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32466. * i.e. when loading files, where the server/service expects an Authorization header
  32467. */
  32468. static CustomRequestHeaders: {
  32469. [key: string]: string;
  32470. };
  32471. /**
  32472. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32473. */
  32474. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32475. /**
  32476. * Default behaviour for cors in the application.
  32477. * It can be a string if the expected behavior is identical in the entire app.
  32478. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32479. */
  32480. static CorsBehavior: string | ((url: string | string[]) => string);
  32481. /**
  32482. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32483. * @ignorenaming
  32484. */
  32485. static UseFallbackTexture: boolean;
  32486. /**
  32487. * Use this object to register external classes like custom textures or material
  32488. * to allow the laoders to instantiate them
  32489. */
  32490. static RegisteredExternalClasses: {
  32491. [key: string]: Object;
  32492. };
  32493. /**
  32494. * Texture content used if a texture cannot loaded
  32495. * @ignorenaming
  32496. */
  32497. static fallbackTexture: string;
  32498. /**
  32499. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32500. * @param u defines the coordinate on X axis
  32501. * @param v defines the coordinate on Y axis
  32502. * @param width defines the width of the source data
  32503. * @param height defines the height of the source data
  32504. * @param pixels defines the source byte array
  32505. * @param color defines the output color
  32506. */
  32507. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32508. /**
  32509. * Interpolates between a and b via alpha
  32510. * @param a The lower value (returned when alpha = 0)
  32511. * @param b The upper value (returned when alpha = 1)
  32512. * @param alpha The interpolation-factor
  32513. * @return The mixed value
  32514. */
  32515. static Mix(a: number, b: number, alpha: number): number;
  32516. /**
  32517. * Tries to instantiate a new object from a given class name
  32518. * @param className defines the class name to instantiate
  32519. * @returns the new object or null if the system was not able to do the instantiation
  32520. */
  32521. static Instantiate(className: string): any;
  32522. /**
  32523. * Provides a slice function that will work even on IE
  32524. * @param data defines the array to slice
  32525. * @param start defines the start of the data (optional)
  32526. * @param end defines the end of the data (optional)
  32527. * @returns the new sliced array
  32528. */
  32529. static Slice<T>(data: T, start?: number, end?: number): T;
  32530. /**
  32531. * Polyfill for setImmediate
  32532. * @param action defines the action to execute after the current execution block
  32533. */
  32534. static SetImmediate(action: () => void): void;
  32535. /**
  32536. * Function indicating if a number is an exponent of 2
  32537. * @param value defines the value to test
  32538. * @returns true if the value is an exponent of 2
  32539. */
  32540. static IsExponentOfTwo(value: number): boolean;
  32541. private static _tmpFloatArray;
  32542. /**
  32543. * Returns the nearest 32-bit single precision float representation of a Number
  32544. * @param value A Number. If the parameter is of a different type, it will get converted
  32545. * to a number or to NaN if it cannot be converted
  32546. * @returns number
  32547. */
  32548. static FloatRound(value: number): number;
  32549. /**
  32550. * Extracts the filename from a path
  32551. * @param path defines the path to use
  32552. * @returns the filename
  32553. */
  32554. static GetFilename(path: string): string;
  32555. /**
  32556. * Extracts the "folder" part of a path (everything before the filename).
  32557. * @param uri The URI to extract the info from
  32558. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32559. * @returns The "folder" part of the path
  32560. */
  32561. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32562. /**
  32563. * Extracts text content from a DOM element hierarchy
  32564. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32565. */
  32566. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32567. /**
  32568. * Convert an angle in radians to degrees
  32569. * @param angle defines the angle to convert
  32570. * @returns the angle in degrees
  32571. */
  32572. static ToDegrees(angle: number): number;
  32573. /**
  32574. * Convert an angle in degrees to radians
  32575. * @param angle defines the angle to convert
  32576. * @returns the angle in radians
  32577. */
  32578. static ToRadians(angle: number): number;
  32579. /**
  32580. * Encode a buffer to a base64 string
  32581. * @param buffer defines the buffer to encode
  32582. * @returns the encoded string
  32583. */
  32584. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32585. /**
  32586. * Returns an array if obj is not an array
  32587. * @param obj defines the object to evaluate as an array
  32588. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32589. * @returns either obj directly if obj is an array or a new array containing obj
  32590. */
  32591. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32592. /**
  32593. * Gets the pointer prefix to use
  32594. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32595. */
  32596. static GetPointerPrefix(): string;
  32597. /**
  32598. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32599. * @param url define the url we are trying
  32600. * @param element define the dom element where to configure the cors policy
  32601. */
  32602. static SetCorsBehavior(url: string | string[], element: {
  32603. crossOrigin: string | null;
  32604. }): void;
  32605. /**
  32606. * Removes unwanted characters from an url
  32607. * @param url defines the url to clean
  32608. * @returns the cleaned url
  32609. */
  32610. static CleanUrl(url: string): string;
  32611. /**
  32612. * Gets or sets a function used to pre-process url before using them to load assets
  32613. */
  32614. static PreprocessUrl: (url: string) => string;
  32615. /**
  32616. * Loads an image as an HTMLImageElement.
  32617. * @param input url string, ArrayBuffer, or Blob to load
  32618. * @param onLoad callback called when the image successfully loads
  32619. * @param onError callback called when the image fails to load
  32620. * @param offlineProvider offline provider for caching
  32621. * @returns the HTMLImageElement of the loaded image
  32622. */
  32623. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32624. /**
  32625. * Loads a file
  32626. * @param url url string, ArrayBuffer, or Blob to load
  32627. * @param onSuccess callback called when the file successfully loads
  32628. * @param onProgress callback called while file is loading (if the server supports this mode)
  32629. * @param offlineProvider defines the offline provider for caching
  32630. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32631. * @param onError callback called when the file fails to load
  32632. * @returns a file request object
  32633. */
  32634. 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;
  32635. /**
  32636. * Loads a file from a url
  32637. * @param url the file url to load
  32638. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32639. */
  32640. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32641. /**
  32642. * Load a script (identified by an url). When the url returns, the
  32643. * content of this file is added into a new script element, attached to the DOM (body element)
  32644. * @param scriptUrl defines the url of the script to laod
  32645. * @param onSuccess defines the callback called when the script is loaded
  32646. * @param onError defines the callback to call if an error occurs
  32647. * @param scriptId defines the id of the script element
  32648. */
  32649. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32650. /**
  32651. * Load an asynchronous script (identified by an url). When the url returns, the
  32652. * content of this file is added into a new script element, attached to the DOM (body element)
  32653. * @param scriptUrl defines the url of the script to laod
  32654. * @param scriptId defines the id of the script element
  32655. * @returns a promise request object
  32656. */
  32657. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32658. /**
  32659. * Loads a file from a blob
  32660. * @param fileToLoad defines the blob to use
  32661. * @param callback defines the callback to call when data is loaded
  32662. * @param progressCallback defines the callback to call during loading process
  32663. * @returns a file request object
  32664. */
  32665. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32666. /**
  32667. * Loads a file
  32668. * @param fileToLoad defines the file to load
  32669. * @param callback defines the callback to call when data is loaded
  32670. * @param progressCallBack defines the callback to call during loading process
  32671. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32672. * @returns a file request object
  32673. */
  32674. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32675. /**
  32676. * Creates a data url from a given string content
  32677. * @param content defines the content to convert
  32678. * @returns the new data url link
  32679. */
  32680. static FileAsURL(content: string): string;
  32681. /**
  32682. * Format the given number to a specific decimal format
  32683. * @param value defines the number to format
  32684. * @param decimals defines the number of decimals to use
  32685. * @returns the formatted string
  32686. */
  32687. static Format(value: number, decimals?: number): string;
  32688. /**
  32689. * Tries to copy an object by duplicating every property
  32690. * @param source defines the source object
  32691. * @param destination defines the target object
  32692. * @param doNotCopyList defines a list of properties to avoid
  32693. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32694. */
  32695. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32696. /**
  32697. * Gets a boolean indicating if the given object has no own property
  32698. * @param obj defines the object to test
  32699. * @returns true if object has no own property
  32700. */
  32701. static IsEmpty(obj: any): boolean;
  32702. /**
  32703. * Function used to register events at window level
  32704. * @param events defines the events to register
  32705. */
  32706. static RegisterTopRootEvents(events: {
  32707. name: string;
  32708. handler: Nullable<(e: FocusEvent) => any>;
  32709. }[]): void;
  32710. /**
  32711. * Function used to unregister events from window level
  32712. * @param events defines the events to unregister
  32713. */
  32714. static UnregisterTopRootEvents(events: {
  32715. name: string;
  32716. handler: Nullable<(e: FocusEvent) => any>;
  32717. }[]): void;
  32718. /**
  32719. * @ignore
  32720. */
  32721. static _ScreenshotCanvas: HTMLCanvasElement;
  32722. /**
  32723. * Dumps the current bound framebuffer
  32724. * @param width defines the rendering width
  32725. * @param height defines the rendering height
  32726. * @param engine defines the hosting engine
  32727. * @param successCallback defines the callback triggered once the data are available
  32728. * @param mimeType defines the mime type of the result
  32729. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32730. */
  32731. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32732. /**
  32733. * Converts the canvas data to blob.
  32734. * This acts as a polyfill for browsers not supporting the to blob function.
  32735. * @param canvas Defines the canvas to extract the data from
  32736. * @param successCallback Defines the callback triggered once the data are available
  32737. * @param mimeType Defines the mime type of the result
  32738. */
  32739. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32740. /**
  32741. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32742. * @param successCallback defines the callback triggered once the data are available
  32743. * @param mimeType defines the mime type of the result
  32744. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32745. */
  32746. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32747. /**
  32748. * Downloads a blob in the browser
  32749. * @param blob defines the blob to download
  32750. * @param fileName defines the name of the downloaded file
  32751. */
  32752. static Download(blob: Blob, fileName: string): void;
  32753. /**
  32754. * Captures a screenshot of the current rendering
  32755. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32756. * @param engine defines the rendering engine
  32757. * @param camera defines the source camera
  32758. * @param size This parameter can be set to a single number or to an object with the
  32759. * following (optional) properties: precision, width, height. If a single number is passed,
  32760. * it will be used for both width and height. If an object is passed, the screenshot size
  32761. * will be derived from the parameters. The precision property is a multiplier allowing
  32762. * rendering at a higher or lower resolution
  32763. * @param successCallback defines the callback receives a single parameter which contains the
  32764. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32765. * src parameter of an <img> to display it
  32766. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32767. * Check your browser for supported MIME types
  32768. */
  32769. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32770. /**
  32771. * Captures a screenshot of the current rendering
  32772. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32773. * @param engine defines the rendering engine
  32774. * @param camera defines the source camera
  32775. * @param size This parameter can be set to a single number or to an object with the
  32776. * following (optional) properties: precision, width, height. If a single number is passed,
  32777. * it will be used for both width and height. If an object is passed, the screenshot size
  32778. * will be derived from the parameters. The precision property is a multiplier allowing
  32779. * rendering at a higher or lower resolution
  32780. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32781. * Check your browser for supported MIME types
  32782. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32783. * to the src parameter of an <img> to display it
  32784. */
  32785. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  32786. /**
  32787. * Generates an image screenshot from the specified camera.
  32788. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32789. * @param engine The engine to use for rendering
  32790. * @param camera The camera to use for rendering
  32791. * @param size This parameter can be set to a single number or to an object with the
  32792. * following (optional) properties: precision, width, height. If a single number is passed,
  32793. * it will be used for both width and height. If an object is passed, the screenshot size
  32794. * will be derived from the parameters. The precision property is a multiplier allowing
  32795. * rendering at a higher or lower resolution
  32796. * @param successCallback The callback receives a single parameter which contains the
  32797. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32798. * src parameter of an <img> to display it
  32799. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32800. * Check your browser for supported MIME types
  32801. * @param samples Texture samples (default: 1)
  32802. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32803. * @param fileName A name for for the downloaded file.
  32804. */
  32805. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32806. /**
  32807. * Generates an image screenshot from the specified camera.
  32808. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32809. * @param engine The engine to use for rendering
  32810. * @param camera The camera to use for rendering
  32811. * @param size This parameter can be set to a single number or to an object with the
  32812. * following (optional) properties: precision, width, height. If a single number is passed,
  32813. * it will be used for both width and height. If an object is passed, the screenshot size
  32814. * will be derived from the parameters. The precision property is a multiplier allowing
  32815. * rendering at a higher or lower resolution
  32816. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32817. * Check your browser for supported MIME types
  32818. * @param samples Texture samples (default: 1)
  32819. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32820. * @param fileName A name for for the downloaded file.
  32821. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32822. * to the src parameter of an <img> to display it
  32823. */
  32824. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32825. /**
  32826. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32827. * Be aware Math.random() could cause collisions, but:
  32828. * "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"
  32829. * @returns a pseudo random id
  32830. */
  32831. static RandomId(): string;
  32832. /**
  32833. * Test if the given uri is a base64 string
  32834. * @param uri The uri to test
  32835. * @return True if the uri is a base64 string or false otherwise
  32836. */
  32837. static IsBase64(uri: string): boolean;
  32838. /**
  32839. * Decode the given base64 uri.
  32840. * @param uri The uri to decode
  32841. * @return The decoded base64 data.
  32842. */
  32843. static DecodeBase64(uri: string): ArrayBuffer;
  32844. /**
  32845. * Gets the absolute url.
  32846. * @param url the input url
  32847. * @return the absolute url
  32848. */
  32849. static GetAbsoluteUrl(url: string): string;
  32850. /**
  32851. * No log
  32852. */
  32853. static readonly NoneLogLevel: number;
  32854. /**
  32855. * Only message logs
  32856. */
  32857. static readonly MessageLogLevel: number;
  32858. /**
  32859. * Only warning logs
  32860. */
  32861. static readonly WarningLogLevel: number;
  32862. /**
  32863. * Only error logs
  32864. */
  32865. static readonly ErrorLogLevel: number;
  32866. /**
  32867. * All logs
  32868. */
  32869. static readonly AllLogLevel: number;
  32870. /**
  32871. * Gets a value indicating the number of loading errors
  32872. * @ignorenaming
  32873. */
  32874. static readonly errorsCount: number;
  32875. /**
  32876. * Callback called when a new log is added
  32877. */
  32878. static OnNewCacheEntry: (entry: string) => void;
  32879. /**
  32880. * Log a message to the console
  32881. * @param message defines the message to log
  32882. */
  32883. static Log(message: string): void;
  32884. /**
  32885. * Write a warning message to the console
  32886. * @param message defines the message to log
  32887. */
  32888. static Warn(message: string): void;
  32889. /**
  32890. * Write an error message to the console
  32891. * @param message defines the message to log
  32892. */
  32893. static Error(message: string): void;
  32894. /**
  32895. * Gets current log cache (list of logs)
  32896. */
  32897. static readonly LogCache: string;
  32898. /**
  32899. * Clears the log cache
  32900. */
  32901. static ClearLogCache(): void;
  32902. /**
  32903. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32904. */
  32905. static LogLevels: number;
  32906. /**
  32907. * Checks if the window object exists
  32908. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32909. */
  32910. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32911. /**
  32912. * No performance log
  32913. */
  32914. static readonly PerformanceNoneLogLevel: number;
  32915. /**
  32916. * Use user marks to log performance
  32917. */
  32918. static readonly PerformanceUserMarkLogLevel: number;
  32919. /**
  32920. * Log performance to the console
  32921. */
  32922. static readonly PerformanceConsoleLogLevel: number;
  32923. private static _performance;
  32924. /**
  32925. * Sets the current performance log level
  32926. */
  32927. static PerformanceLogLevel: number;
  32928. private static _StartPerformanceCounterDisabled;
  32929. private static _EndPerformanceCounterDisabled;
  32930. private static _StartUserMark;
  32931. private static _EndUserMark;
  32932. private static _StartPerformanceConsole;
  32933. private static _EndPerformanceConsole;
  32934. /**
  32935. * Starts a performance counter
  32936. */
  32937. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32938. /**
  32939. * Ends a specific performance coutner
  32940. */
  32941. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32942. /**
  32943. * Gets either window.performance.now() if supported or Date.now() else
  32944. */
  32945. static readonly Now: number;
  32946. /**
  32947. * This method will return the name of the class used to create the instance of the given object.
  32948. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32949. * @param object the object to get the class name from
  32950. * @param isType defines if the object is actually a type
  32951. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32952. */
  32953. static GetClassName(object: any, isType?: boolean): string;
  32954. /**
  32955. * Gets the first element of an array satisfying a given predicate
  32956. * @param array defines the array to browse
  32957. * @param predicate defines the predicate to use
  32958. * @returns null if not found or the element
  32959. */
  32960. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32961. /**
  32962. * This method will return the name of the full name of the class, including its owning module (if any).
  32963. * 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).
  32964. * @param object the object to get the class name from
  32965. * @param isType defines if the object is actually a type
  32966. * @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.
  32967. * @ignorenaming
  32968. */
  32969. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32970. /**
  32971. * Returns a promise that resolves after the given amount of time.
  32972. * @param delay Number of milliseconds to delay
  32973. * @returns Promise that resolves after the given amount of time
  32974. */
  32975. static DelayAsync(delay: number): Promise<void>;
  32976. }
  32977. /**
  32978. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32979. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32980. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32981. * @param name The name of the class, case should be preserved
  32982. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32983. */
  32984. export function className(name: string, module?: string): (target: Object) => void;
  32985. /**
  32986. * An implementation of a loop for asynchronous functions.
  32987. */
  32988. export class AsyncLoop {
  32989. /**
  32990. * Defines the number of iterations for the loop
  32991. */
  32992. iterations: number;
  32993. /**
  32994. * Defines the current index of the loop.
  32995. */
  32996. index: number;
  32997. private _done;
  32998. private _fn;
  32999. private _successCallback;
  33000. /**
  33001. * Constructor.
  33002. * @param iterations the number of iterations.
  33003. * @param func the function to run each iteration
  33004. * @param successCallback the callback that will be called upon succesful execution
  33005. * @param offset starting offset.
  33006. */
  33007. constructor(
  33008. /**
  33009. * Defines the number of iterations for the loop
  33010. */
  33011. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33012. /**
  33013. * Execute the next iteration. Must be called after the last iteration was finished.
  33014. */
  33015. executeNext(): void;
  33016. /**
  33017. * Break the loop and run the success callback.
  33018. */
  33019. breakLoop(): void;
  33020. /**
  33021. * Create and run an async loop.
  33022. * @param iterations the number of iterations.
  33023. * @param fn the function to run each iteration
  33024. * @param successCallback the callback that will be called upon succesful execution
  33025. * @param offset starting offset.
  33026. * @returns the created async loop object
  33027. */
  33028. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33029. /**
  33030. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33031. * @param iterations total number of iterations
  33032. * @param syncedIterations number of synchronous iterations in each async iteration.
  33033. * @param fn the function to call each iteration.
  33034. * @param callback a success call back that will be called when iterating stops.
  33035. * @param breakFunction a break condition (optional)
  33036. * @param timeout timeout settings for the setTimeout function. default - 0.
  33037. * @returns the created async loop object
  33038. */
  33039. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33040. }
  33041. }
  33042. declare module "babylonjs/Collisions/collisionCoordinator" {
  33043. import { Nullable } from "babylonjs/types";
  33044. import { Scene } from "babylonjs/scene";
  33045. import { Vector3 } from "babylonjs/Maths/math.vector";
  33046. import { Collider } from "babylonjs/Collisions/collider";
  33047. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33048. /** @hidden */
  33049. export interface ICollisionCoordinator {
  33050. createCollider(): Collider;
  33051. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33052. init(scene: Scene): void;
  33053. }
  33054. /** @hidden */
  33055. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33056. private _scene;
  33057. private _scaledPosition;
  33058. private _scaledVelocity;
  33059. private _finalPosition;
  33060. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33061. createCollider(): Collider;
  33062. init(scene: Scene): void;
  33063. private _collideWithWorld;
  33064. }
  33065. }
  33066. declare module "babylonjs/Inputs/scene.inputManager" {
  33067. import { Nullable } from "babylonjs/types";
  33068. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33069. import { Vector2 } from "babylonjs/Maths/math.vector";
  33070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33071. import { Scene } from "babylonjs/scene";
  33072. /**
  33073. * Class used to manage all inputs for the scene.
  33074. */
  33075. export class InputManager {
  33076. /** The distance in pixel that you have to move to prevent some events */
  33077. static DragMovementThreshold: number;
  33078. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33079. static LongPressDelay: number;
  33080. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33081. static DoubleClickDelay: number;
  33082. /** If you need to check double click without raising a single click at first click, enable this flag */
  33083. static ExclusiveDoubleClickMode: boolean;
  33084. private _wheelEventName;
  33085. private _onPointerMove;
  33086. private _onPointerDown;
  33087. private _onPointerUp;
  33088. private _initClickEvent;
  33089. private _initActionManager;
  33090. private _delayedSimpleClick;
  33091. private _delayedSimpleClickTimeout;
  33092. private _previousDelayedSimpleClickTimeout;
  33093. private _meshPickProceed;
  33094. private _previousButtonPressed;
  33095. private _currentPickResult;
  33096. private _previousPickResult;
  33097. private _totalPointersPressed;
  33098. private _doubleClickOccured;
  33099. private _pointerOverMesh;
  33100. private _pickedDownMesh;
  33101. private _pickedUpMesh;
  33102. private _pointerX;
  33103. private _pointerY;
  33104. private _unTranslatedPointerX;
  33105. private _unTranslatedPointerY;
  33106. private _startingPointerPosition;
  33107. private _previousStartingPointerPosition;
  33108. private _startingPointerTime;
  33109. private _previousStartingPointerTime;
  33110. private _pointerCaptures;
  33111. private _onKeyDown;
  33112. private _onKeyUp;
  33113. private _onCanvasFocusObserver;
  33114. private _onCanvasBlurObserver;
  33115. private _scene;
  33116. /**
  33117. * Creates a new InputManager
  33118. * @param scene defines the hosting scene
  33119. */
  33120. constructor(scene: Scene);
  33121. /**
  33122. * Gets the mesh that is currently under the pointer
  33123. */
  33124. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33125. /**
  33126. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33127. */
  33128. readonly unTranslatedPointer: Vector2;
  33129. /**
  33130. * Gets or sets the current on-screen X position of the pointer
  33131. */
  33132. pointerX: number;
  33133. /**
  33134. * Gets or sets the current on-screen Y position of the pointer
  33135. */
  33136. pointerY: number;
  33137. private _updatePointerPosition;
  33138. private _processPointerMove;
  33139. private _setRayOnPointerInfo;
  33140. private _checkPrePointerObservable;
  33141. /**
  33142. * Use this method to simulate a pointer move on a mesh
  33143. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33144. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33145. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33146. */
  33147. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33148. /**
  33149. * Use this method to simulate a pointer down on a mesh
  33150. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33151. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33152. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33153. */
  33154. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33155. private _processPointerDown;
  33156. /** @hidden */
  33157. _isPointerSwiping(): boolean;
  33158. /**
  33159. * Use this method to simulate a pointer up on a mesh
  33160. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33161. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33162. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33163. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33164. */
  33165. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33166. private _processPointerUp;
  33167. /**
  33168. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33169. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33170. * @returns true if the pointer was captured
  33171. */
  33172. isPointerCaptured(pointerId?: number): boolean;
  33173. /**
  33174. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33175. * @param attachUp defines if you want to attach events to pointerup
  33176. * @param attachDown defines if you want to attach events to pointerdown
  33177. * @param attachMove defines if you want to attach events to pointermove
  33178. */
  33179. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33180. /**
  33181. * Detaches all event handlers
  33182. */
  33183. detachControl(): void;
  33184. /**
  33185. * Force the value of meshUnderPointer
  33186. * @param mesh defines the mesh to use
  33187. */
  33188. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33189. /**
  33190. * Gets the mesh under the pointer
  33191. * @returns a Mesh or null if no mesh is under the pointer
  33192. */
  33193. getPointerOverMesh(): Nullable<AbstractMesh>;
  33194. }
  33195. }
  33196. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33197. /**
  33198. * Helper class used to generate session unique ID
  33199. */
  33200. export class UniqueIdGenerator {
  33201. private static _UniqueIdCounter;
  33202. /**
  33203. * Gets an unique (relatively to the current scene) Id
  33204. */
  33205. static readonly UniqueId: number;
  33206. }
  33207. }
  33208. declare module "babylonjs/Animations/animationGroup" {
  33209. import { Animatable } from "babylonjs/Animations/animatable";
  33210. import { Animation } from "babylonjs/Animations/animation";
  33211. import { Scene, IDisposable } from "babylonjs/scene";
  33212. import { Observable } from "babylonjs/Misc/observable";
  33213. import { Nullable } from "babylonjs/types";
  33214. import "babylonjs/Animations/animatable";
  33215. /**
  33216. * This class defines the direct association between an animation and a target
  33217. */
  33218. export class TargetedAnimation {
  33219. /**
  33220. * Animation to perform
  33221. */
  33222. animation: Animation;
  33223. /**
  33224. * Target to animate
  33225. */
  33226. target: any;
  33227. /**
  33228. * Serialize the object
  33229. * @returns the JSON object representing the current entity
  33230. */
  33231. serialize(): any;
  33232. }
  33233. /**
  33234. * Use this class to create coordinated animations on multiple targets
  33235. */
  33236. export class AnimationGroup implements IDisposable {
  33237. /** The name of the animation group */
  33238. name: string;
  33239. private _scene;
  33240. private _targetedAnimations;
  33241. private _animatables;
  33242. private _from;
  33243. private _to;
  33244. private _isStarted;
  33245. private _isPaused;
  33246. private _speedRatio;
  33247. private _loopAnimation;
  33248. /**
  33249. * Gets or sets the unique id of the node
  33250. */
  33251. uniqueId: number;
  33252. /**
  33253. * This observable will notify when one animation have ended
  33254. */
  33255. onAnimationEndObservable: Observable<TargetedAnimation>;
  33256. /**
  33257. * Observer raised when one animation loops
  33258. */
  33259. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33260. /**
  33261. * This observable will notify when all animations have ended.
  33262. */
  33263. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33264. /**
  33265. * This observable will notify when all animations have paused.
  33266. */
  33267. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33268. /**
  33269. * This observable will notify when all animations are playing.
  33270. */
  33271. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33272. /**
  33273. * Gets the first frame
  33274. */
  33275. readonly from: number;
  33276. /**
  33277. * Gets the last frame
  33278. */
  33279. readonly to: number;
  33280. /**
  33281. * Define if the animations are started
  33282. */
  33283. readonly isStarted: boolean;
  33284. /**
  33285. * Gets a value indicating that the current group is playing
  33286. */
  33287. readonly isPlaying: boolean;
  33288. /**
  33289. * Gets or sets the speed ratio to use for all animations
  33290. */
  33291. /**
  33292. * Gets or sets the speed ratio to use for all animations
  33293. */
  33294. speedRatio: number;
  33295. /**
  33296. * Gets or sets if all animations should loop or not
  33297. */
  33298. loopAnimation: boolean;
  33299. /**
  33300. * Gets the targeted animations for this animation group
  33301. */
  33302. readonly targetedAnimations: Array<TargetedAnimation>;
  33303. /**
  33304. * returning the list of animatables controlled by this animation group.
  33305. */
  33306. readonly animatables: Array<Animatable>;
  33307. /**
  33308. * Instantiates a new Animation Group.
  33309. * This helps managing several animations at once.
  33310. * @see http://doc.babylonjs.com/how_to/group
  33311. * @param name Defines the name of the group
  33312. * @param scene Defines the scene the group belongs to
  33313. */
  33314. constructor(
  33315. /** The name of the animation group */
  33316. name: string, scene?: Nullable<Scene>);
  33317. /**
  33318. * Add an animation (with its target) in the group
  33319. * @param animation defines the animation we want to add
  33320. * @param target defines the target of the animation
  33321. * @returns the TargetedAnimation object
  33322. */
  33323. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33324. /**
  33325. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33326. * It can add constant keys at begin or end
  33327. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33328. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33329. * @returns the animation group
  33330. */
  33331. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33332. /**
  33333. * Start all animations on given targets
  33334. * @param loop defines if animations must loop
  33335. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33336. * @param from defines the from key (optional)
  33337. * @param to defines the to key (optional)
  33338. * @returns the current animation group
  33339. */
  33340. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33341. /**
  33342. * Pause all animations
  33343. * @returns the animation group
  33344. */
  33345. pause(): AnimationGroup;
  33346. /**
  33347. * Play all animations to initial state
  33348. * This function will start() the animations if they were not started or will restart() them if they were paused
  33349. * @param loop defines if animations must loop
  33350. * @returns the animation group
  33351. */
  33352. play(loop?: boolean): AnimationGroup;
  33353. /**
  33354. * Reset all animations to initial state
  33355. * @returns the animation group
  33356. */
  33357. reset(): AnimationGroup;
  33358. /**
  33359. * Restart animations from key 0
  33360. * @returns the animation group
  33361. */
  33362. restart(): AnimationGroup;
  33363. /**
  33364. * Stop all animations
  33365. * @returns the animation group
  33366. */
  33367. stop(): AnimationGroup;
  33368. /**
  33369. * Set animation weight for all animatables
  33370. * @param weight defines the weight to use
  33371. * @return the animationGroup
  33372. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33373. */
  33374. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33375. /**
  33376. * Synchronize and normalize all animatables with a source animatable
  33377. * @param root defines the root animatable to synchronize with
  33378. * @return the animationGroup
  33379. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33380. */
  33381. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33382. /**
  33383. * Goes to a specific frame in this animation group
  33384. * @param frame the frame number to go to
  33385. * @return the animationGroup
  33386. */
  33387. goToFrame(frame: number): AnimationGroup;
  33388. /**
  33389. * Dispose all associated resources
  33390. */
  33391. dispose(): void;
  33392. private _checkAnimationGroupEnded;
  33393. /**
  33394. * Clone the current animation group and returns a copy
  33395. * @param newName defines the name of the new group
  33396. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33397. * @returns the new aniamtion group
  33398. */
  33399. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33400. /**
  33401. * Serializes the animationGroup to an object
  33402. * @returns Serialized object
  33403. */
  33404. serialize(): any;
  33405. /**
  33406. * Returns a new AnimationGroup object parsed from the source provided.
  33407. * @param parsedAnimationGroup defines the source
  33408. * @param scene defines the scene that will receive the animationGroup
  33409. * @returns a new AnimationGroup
  33410. */
  33411. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33412. /**
  33413. * Returns the string "AnimationGroup"
  33414. * @returns "AnimationGroup"
  33415. */
  33416. getClassName(): string;
  33417. /**
  33418. * Creates a detailled string about the object
  33419. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33420. * @returns a string representing the object
  33421. */
  33422. toString(fullDetails?: boolean): string;
  33423. }
  33424. }
  33425. declare module "babylonjs/scene" {
  33426. import { Nullable } from "babylonjs/types";
  33427. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33428. import { Observable } from "babylonjs/Misc/observable";
  33429. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33430. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33431. import { Geometry } from "babylonjs/Meshes/geometry";
  33432. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33433. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33435. import { Mesh } from "babylonjs/Meshes/mesh";
  33436. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33437. import { Bone } from "babylonjs/Bones/bone";
  33438. import { Skeleton } from "babylonjs/Bones/skeleton";
  33439. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33440. import { Camera } from "babylonjs/Cameras/camera";
  33441. import { AbstractScene } from "babylonjs/abstractScene";
  33442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33443. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33444. import { Material } from "babylonjs/Materials/material";
  33445. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33446. import { Effect } from "babylonjs/Materials/effect";
  33447. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33448. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33449. import { Light } from "babylonjs/Lights/light";
  33450. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33451. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33452. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33453. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33454. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33455. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33456. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33457. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33458. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33459. import { Engine } from "babylonjs/Engines/engine";
  33460. import { Node } from "babylonjs/node";
  33461. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33462. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33463. import { WebRequest } from "babylonjs/Misc/webRequest";
  33464. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33465. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33466. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33467. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33468. import { Plane } from "babylonjs/Maths/math.plane";
  33469. import { Ray } from "babylonjs/Culling/ray";
  33470. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33471. import { Animation } from "babylonjs/Animations/animation";
  33472. import { Animatable } from "babylonjs/Animations/animatable";
  33473. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33474. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33475. import { Collider } from "babylonjs/Collisions/collider";
  33476. /**
  33477. * Define an interface for all classes that will hold resources
  33478. */
  33479. export interface IDisposable {
  33480. /**
  33481. * Releases all held resources
  33482. */
  33483. dispose(): void;
  33484. }
  33485. /** Interface defining initialization parameters for Scene class */
  33486. export interface SceneOptions {
  33487. /**
  33488. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33489. * It will improve performance when the number of geometries becomes important.
  33490. */
  33491. useGeometryUniqueIdsMap?: boolean;
  33492. /**
  33493. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33494. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33495. */
  33496. useMaterialMeshMap?: boolean;
  33497. /**
  33498. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33499. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33500. */
  33501. useClonedMeshhMap?: boolean;
  33502. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33503. virtual?: boolean;
  33504. }
  33505. /**
  33506. * Represents a scene to be rendered by the engine.
  33507. * @see http://doc.babylonjs.com/features/scene
  33508. */
  33509. export class Scene extends AbstractScene implements IAnimatable {
  33510. /** The fog is deactivated */
  33511. static readonly FOGMODE_NONE: number;
  33512. /** The fog density is following an exponential function */
  33513. static readonly FOGMODE_EXP: number;
  33514. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33515. static readonly FOGMODE_EXP2: number;
  33516. /** The fog density is following a linear function. */
  33517. static readonly FOGMODE_LINEAR: number;
  33518. /**
  33519. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33520. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33521. */
  33522. static MinDeltaTime: number;
  33523. /**
  33524. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33525. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33526. */
  33527. static MaxDeltaTime: number;
  33528. /**
  33529. * Factory used to create the default material.
  33530. * @param name The name of the material to create
  33531. * @param scene The scene to create the material for
  33532. * @returns The default material
  33533. */
  33534. static DefaultMaterialFactory(scene: Scene): Material;
  33535. /**
  33536. * Factory used to create the a collision coordinator.
  33537. * @returns The collision coordinator
  33538. */
  33539. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33540. /** @hidden */
  33541. _inputManager: InputManager;
  33542. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33543. cameraToUseForPointers: Nullable<Camera>;
  33544. /** @hidden */
  33545. readonly _isScene: boolean;
  33546. /**
  33547. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33548. */
  33549. autoClear: boolean;
  33550. /**
  33551. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33552. */
  33553. autoClearDepthAndStencil: boolean;
  33554. /**
  33555. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33556. */
  33557. clearColor: Color4;
  33558. /**
  33559. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33560. */
  33561. ambientColor: Color3;
  33562. /**
  33563. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33564. * It should only be one of the following (if not the default embedded one):
  33565. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33566. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33567. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33568. * The material properties need to be setup according to the type of texture in use.
  33569. */
  33570. environmentBRDFTexture: BaseTexture;
  33571. /** @hidden */
  33572. protected _environmentTexture: Nullable<BaseTexture>;
  33573. /**
  33574. * Texture used in all pbr material as the reflection texture.
  33575. * As in the majority of the scene they are the same (exception for multi room and so on),
  33576. * this is easier to reference from here than from all the materials.
  33577. */
  33578. /**
  33579. * Texture used in all pbr material as the reflection texture.
  33580. * As in the majority of the scene they are the same (exception for multi room and so on),
  33581. * this is easier to set here than in all the materials.
  33582. */
  33583. environmentTexture: Nullable<BaseTexture>;
  33584. /** @hidden */
  33585. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33586. /**
  33587. * Default image processing configuration used either in the rendering
  33588. * Forward main pass or through the imageProcessingPostProcess if present.
  33589. * As in the majority of the scene they are the same (exception for multi camera),
  33590. * this is easier to reference from here than from all the materials and post process.
  33591. *
  33592. * No setter as we it is a shared configuration, you can set the values instead.
  33593. */
  33594. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33595. private _forceWireframe;
  33596. /**
  33597. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33598. */
  33599. forceWireframe: boolean;
  33600. private _forcePointsCloud;
  33601. /**
  33602. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33603. */
  33604. forcePointsCloud: boolean;
  33605. /**
  33606. * Gets or sets the active clipplane 1
  33607. */
  33608. clipPlane: Nullable<Plane>;
  33609. /**
  33610. * Gets or sets the active clipplane 2
  33611. */
  33612. clipPlane2: Nullable<Plane>;
  33613. /**
  33614. * Gets or sets the active clipplane 3
  33615. */
  33616. clipPlane3: Nullable<Plane>;
  33617. /**
  33618. * Gets or sets the active clipplane 4
  33619. */
  33620. clipPlane4: Nullable<Plane>;
  33621. /**
  33622. * Gets or sets a boolean indicating if animations are enabled
  33623. */
  33624. animationsEnabled: boolean;
  33625. private _animationPropertiesOverride;
  33626. /**
  33627. * Gets or sets the animation properties override
  33628. */
  33629. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33630. /**
  33631. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33632. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33633. */
  33634. useConstantAnimationDeltaTime: boolean;
  33635. /**
  33636. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33637. * Please note that it requires to run a ray cast through the scene on every frame
  33638. */
  33639. constantlyUpdateMeshUnderPointer: boolean;
  33640. /**
  33641. * Defines the HTML cursor to use when hovering over interactive elements
  33642. */
  33643. hoverCursor: string;
  33644. /**
  33645. * Defines the HTML default cursor to use (empty by default)
  33646. */
  33647. defaultCursor: string;
  33648. /**
  33649. * This is used to call preventDefault() on pointer down
  33650. * in order to block unwanted artifacts like system double clicks
  33651. */
  33652. preventDefaultOnPointerDown: boolean;
  33653. /**
  33654. * This is used to call preventDefault() on pointer up
  33655. * in order to block unwanted artifacts like system double clicks
  33656. */
  33657. preventDefaultOnPointerUp: boolean;
  33658. /**
  33659. * Gets or sets user defined metadata
  33660. */
  33661. metadata: any;
  33662. /**
  33663. * For internal use only. Please do not use.
  33664. */
  33665. reservedDataStore: any;
  33666. /**
  33667. * Gets the name of the plugin used to load this scene (null by default)
  33668. */
  33669. loadingPluginName: string;
  33670. /**
  33671. * Use this array to add regular expressions used to disable offline support for specific urls
  33672. */
  33673. disableOfflineSupportExceptionRules: RegExp[];
  33674. /**
  33675. * An event triggered when the scene is disposed.
  33676. */
  33677. onDisposeObservable: Observable<Scene>;
  33678. private _onDisposeObserver;
  33679. /** Sets a function to be executed when this scene is disposed. */
  33680. onDispose: () => void;
  33681. /**
  33682. * An event triggered before rendering the scene (right after animations and physics)
  33683. */
  33684. onBeforeRenderObservable: Observable<Scene>;
  33685. private _onBeforeRenderObserver;
  33686. /** Sets a function to be executed before rendering this scene */
  33687. beforeRender: Nullable<() => void>;
  33688. /**
  33689. * An event triggered after rendering the scene
  33690. */
  33691. onAfterRenderObservable: Observable<Scene>;
  33692. /**
  33693. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33694. */
  33695. onAfterRenderCameraObservable: Observable<Camera>;
  33696. private _onAfterRenderObserver;
  33697. /** Sets a function to be executed after rendering this scene */
  33698. afterRender: Nullable<() => void>;
  33699. /**
  33700. * An event triggered before animating the scene
  33701. */
  33702. onBeforeAnimationsObservable: Observable<Scene>;
  33703. /**
  33704. * An event triggered after animations processing
  33705. */
  33706. onAfterAnimationsObservable: Observable<Scene>;
  33707. /**
  33708. * An event triggered before draw calls are ready to be sent
  33709. */
  33710. onBeforeDrawPhaseObservable: Observable<Scene>;
  33711. /**
  33712. * An event triggered after draw calls have been sent
  33713. */
  33714. onAfterDrawPhaseObservable: Observable<Scene>;
  33715. /**
  33716. * An event triggered when the scene is ready
  33717. */
  33718. onReadyObservable: Observable<Scene>;
  33719. /**
  33720. * An event triggered before rendering a camera
  33721. */
  33722. onBeforeCameraRenderObservable: Observable<Camera>;
  33723. private _onBeforeCameraRenderObserver;
  33724. /** Sets a function to be executed before rendering a camera*/
  33725. beforeCameraRender: () => void;
  33726. /**
  33727. * An event triggered after rendering a camera
  33728. */
  33729. onAfterCameraRenderObservable: Observable<Camera>;
  33730. private _onAfterCameraRenderObserver;
  33731. /** Sets a function to be executed after rendering a camera*/
  33732. afterCameraRender: () => void;
  33733. /**
  33734. * An event triggered when active meshes evaluation is about to start
  33735. */
  33736. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33737. /**
  33738. * An event triggered when active meshes evaluation is done
  33739. */
  33740. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33741. /**
  33742. * An event triggered when particles rendering is about to start
  33743. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33744. */
  33745. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33746. /**
  33747. * An event triggered when particles rendering is done
  33748. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33749. */
  33750. onAfterParticlesRenderingObservable: Observable<Scene>;
  33751. /**
  33752. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33753. */
  33754. onDataLoadedObservable: Observable<Scene>;
  33755. /**
  33756. * An event triggered when a camera is created
  33757. */
  33758. onNewCameraAddedObservable: Observable<Camera>;
  33759. /**
  33760. * An event triggered when a camera is removed
  33761. */
  33762. onCameraRemovedObservable: Observable<Camera>;
  33763. /**
  33764. * An event triggered when a light is created
  33765. */
  33766. onNewLightAddedObservable: Observable<Light>;
  33767. /**
  33768. * An event triggered when a light is removed
  33769. */
  33770. onLightRemovedObservable: Observable<Light>;
  33771. /**
  33772. * An event triggered when a geometry is created
  33773. */
  33774. onNewGeometryAddedObservable: Observable<Geometry>;
  33775. /**
  33776. * An event triggered when a geometry is removed
  33777. */
  33778. onGeometryRemovedObservable: Observable<Geometry>;
  33779. /**
  33780. * An event triggered when a transform node is created
  33781. */
  33782. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33783. /**
  33784. * An event triggered when a transform node is removed
  33785. */
  33786. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33787. /**
  33788. * An event triggered when a mesh is created
  33789. */
  33790. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33791. /**
  33792. * An event triggered when a mesh is removed
  33793. */
  33794. onMeshRemovedObservable: Observable<AbstractMesh>;
  33795. /**
  33796. * An event triggered when a skeleton is created
  33797. */
  33798. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33799. /**
  33800. * An event triggered when a skeleton is removed
  33801. */
  33802. onSkeletonRemovedObservable: Observable<Skeleton>;
  33803. /**
  33804. * An event triggered when a material is created
  33805. */
  33806. onNewMaterialAddedObservable: Observable<Material>;
  33807. /**
  33808. * An event triggered when a material is removed
  33809. */
  33810. onMaterialRemovedObservable: Observable<Material>;
  33811. /**
  33812. * An event triggered when a texture is created
  33813. */
  33814. onNewTextureAddedObservable: Observable<BaseTexture>;
  33815. /**
  33816. * An event triggered when a texture is removed
  33817. */
  33818. onTextureRemovedObservable: Observable<BaseTexture>;
  33819. /**
  33820. * An event triggered when render targets are about to be rendered
  33821. * Can happen multiple times per frame.
  33822. */
  33823. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33824. /**
  33825. * An event triggered when render targets were rendered.
  33826. * Can happen multiple times per frame.
  33827. */
  33828. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33829. /**
  33830. * An event triggered before calculating deterministic simulation step
  33831. */
  33832. onBeforeStepObservable: Observable<Scene>;
  33833. /**
  33834. * An event triggered after calculating deterministic simulation step
  33835. */
  33836. onAfterStepObservable: Observable<Scene>;
  33837. /**
  33838. * An event triggered when the activeCamera property is updated
  33839. */
  33840. onActiveCameraChanged: Observable<Scene>;
  33841. /**
  33842. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33843. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33844. * 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)
  33845. */
  33846. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33847. /**
  33848. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33849. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33850. * 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)
  33851. */
  33852. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33853. /**
  33854. * This Observable will when a mesh has been imported into the scene.
  33855. */
  33856. onMeshImportedObservable: Observable<AbstractMesh>;
  33857. /**
  33858. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33859. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33860. */
  33861. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33862. /** @hidden */
  33863. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33864. /**
  33865. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33866. */
  33867. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33868. /**
  33869. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33870. */
  33871. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33872. /**
  33873. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33874. */
  33875. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33876. /** Callback called when a pointer move is detected */
  33877. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33878. /** Callback called when a pointer down is detected */
  33879. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33880. /** Callback called when a pointer up is detected */
  33881. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33882. /** Callback called when a pointer pick is detected */
  33883. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33884. /**
  33885. * 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).
  33886. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33887. */
  33888. onPrePointerObservable: Observable<PointerInfoPre>;
  33889. /**
  33890. * Observable event triggered each time an input event is received from the rendering canvas
  33891. */
  33892. onPointerObservable: Observable<PointerInfo>;
  33893. /**
  33894. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33895. */
  33896. readonly unTranslatedPointer: Vector2;
  33897. /**
  33898. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33899. */
  33900. static DragMovementThreshold: number;
  33901. /**
  33902. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33903. */
  33904. static LongPressDelay: number;
  33905. /**
  33906. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33907. */
  33908. static DoubleClickDelay: number;
  33909. /** If you need to check double click without raising a single click at first click, enable this flag */
  33910. static ExclusiveDoubleClickMode: boolean;
  33911. /** @hidden */
  33912. _mirroredCameraPosition: Nullable<Vector3>;
  33913. /**
  33914. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33915. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33916. */
  33917. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33918. /**
  33919. * Observable event triggered each time an keyboard event is received from the hosting window
  33920. */
  33921. onKeyboardObservable: Observable<KeyboardInfo>;
  33922. private _useRightHandedSystem;
  33923. /**
  33924. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33925. */
  33926. useRightHandedSystem: boolean;
  33927. private _timeAccumulator;
  33928. private _currentStepId;
  33929. private _currentInternalStep;
  33930. /**
  33931. * Sets the step Id used by deterministic lock step
  33932. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33933. * @param newStepId defines the step Id
  33934. */
  33935. setStepId(newStepId: number): void;
  33936. /**
  33937. * Gets the step Id used by deterministic lock step
  33938. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33939. * @returns the step Id
  33940. */
  33941. getStepId(): number;
  33942. /**
  33943. * Gets the internal step used by deterministic lock step
  33944. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33945. * @returns the internal step
  33946. */
  33947. getInternalStep(): number;
  33948. private _fogEnabled;
  33949. /**
  33950. * Gets or sets a boolean indicating if fog is enabled on this scene
  33951. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33952. * (Default is true)
  33953. */
  33954. fogEnabled: boolean;
  33955. private _fogMode;
  33956. /**
  33957. * Gets or sets the fog mode to use
  33958. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33959. * | mode | value |
  33960. * | --- | --- |
  33961. * | FOGMODE_NONE | 0 |
  33962. * | FOGMODE_EXP | 1 |
  33963. * | FOGMODE_EXP2 | 2 |
  33964. * | FOGMODE_LINEAR | 3 |
  33965. */
  33966. fogMode: number;
  33967. /**
  33968. * Gets or sets the fog color to use
  33969. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33970. * (Default is Color3(0.2, 0.2, 0.3))
  33971. */
  33972. fogColor: Color3;
  33973. /**
  33974. * Gets or sets the fog density to use
  33975. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33976. * (Default is 0.1)
  33977. */
  33978. fogDensity: number;
  33979. /**
  33980. * Gets or sets the fog start distance to use
  33981. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33982. * (Default is 0)
  33983. */
  33984. fogStart: number;
  33985. /**
  33986. * Gets or sets the fog end distance to use
  33987. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33988. * (Default is 1000)
  33989. */
  33990. fogEnd: number;
  33991. private _shadowsEnabled;
  33992. /**
  33993. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33994. */
  33995. shadowsEnabled: boolean;
  33996. private _lightsEnabled;
  33997. /**
  33998. * Gets or sets a boolean indicating if lights are enabled on this scene
  33999. */
  34000. lightsEnabled: boolean;
  34001. /** All of the active cameras added to this scene. */
  34002. activeCameras: Camera[];
  34003. /** @hidden */
  34004. _activeCamera: Nullable<Camera>;
  34005. /** Gets or sets the current active camera */
  34006. activeCamera: Nullable<Camera>;
  34007. private _defaultMaterial;
  34008. /** The default material used on meshes when no material is affected */
  34009. /** The default material used on meshes when no material is affected */
  34010. defaultMaterial: Material;
  34011. private _texturesEnabled;
  34012. /**
  34013. * Gets or sets a boolean indicating if textures are enabled on this scene
  34014. */
  34015. texturesEnabled: boolean;
  34016. /**
  34017. * Gets or sets a boolean indicating if particles are enabled on this scene
  34018. */
  34019. particlesEnabled: boolean;
  34020. /**
  34021. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34022. */
  34023. spritesEnabled: boolean;
  34024. private _skeletonsEnabled;
  34025. /**
  34026. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34027. */
  34028. skeletonsEnabled: boolean;
  34029. /**
  34030. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34031. */
  34032. lensFlaresEnabled: boolean;
  34033. /**
  34034. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34035. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34036. */
  34037. collisionsEnabled: boolean;
  34038. private _collisionCoordinator;
  34039. /** @hidden */
  34040. readonly collisionCoordinator: ICollisionCoordinator;
  34041. /**
  34042. * Defines the gravity applied to this scene (used only for collisions)
  34043. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34044. */
  34045. gravity: Vector3;
  34046. /**
  34047. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34048. */
  34049. postProcessesEnabled: boolean;
  34050. /**
  34051. * The list of postprocesses added to the scene
  34052. */
  34053. postProcesses: PostProcess[];
  34054. /**
  34055. * Gets the current postprocess manager
  34056. */
  34057. postProcessManager: PostProcessManager;
  34058. /**
  34059. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34060. */
  34061. renderTargetsEnabled: boolean;
  34062. /**
  34063. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34064. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34065. */
  34066. dumpNextRenderTargets: boolean;
  34067. /**
  34068. * The list of user defined render targets added to the scene
  34069. */
  34070. customRenderTargets: RenderTargetTexture[];
  34071. /**
  34072. * Defines if texture loading must be delayed
  34073. * If true, textures will only be loaded when they need to be rendered
  34074. */
  34075. useDelayedTextureLoading: boolean;
  34076. /**
  34077. * Gets the list of meshes imported to the scene through SceneLoader
  34078. */
  34079. importedMeshesFiles: String[];
  34080. /**
  34081. * Gets or sets a boolean indicating if probes are enabled on this scene
  34082. */
  34083. probesEnabled: boolean;
  34084. /**
  34085. * Gets or sets the current offline provider to use to store scene data
  34086. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34087. */
  34088. offlineProvider: IOfflineProvider;
  34089. /**
  34090. * Gets or sets the action manager associated with the scene
  34091. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34092. */
  34093. actionManager: AbstractActionManager;
  34094. private _meshesForIntersections;
  34095. /**
  34096. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34097. */
  34098. proceduralTexturesEnabled: boolean;
  34099. private _engine;
  34100. private _totalVertices;
  34101. /** @hidden */
  34102. _activeIndices: PerfCounter;
  34103. /** @hidden */
  34104. _activeParticles: PerfCounter;
  34105. /** @hidden */
  34106. _activeBones: PerfCounter;
  34107. private _animationRatio;
  34108. /** @hidden */
  34109. _animationTimeLast: number;
  34110. /** @hidden */
  34111. _animationTime: number;
  34112. /**
  34113. * Gets or sets a general scale for animation speed
  34114. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34115. */
  34116. animationTimeScale: number;
  34117. /** @hidden */
  34118. _cachedMaterial: Nullable<Material>;
  34119. /** @hidden */
  34120. _cachedEffect: Nullable<Effect>;
  34121. /** @hidden */
  34122. _cachedVisibility: Nullable<number>;
  34123. private _renderId;
  34124. private _frameId;
  34125. private _executeWhenReadyTimeoutId;
  34126. private _intermediateRendering;
  34127. private _viewUpdateFlag;
  34128. private _projectionUpdateFlag;
  34129. /** @hidden */
  34130. _toBeDisposed: Nullable<IDisposable>[];
  34131. private _activeRequests;
  34132. /** @hidden */
  34133. _pendingData: any[];
  34134. private _isDisposed;
  34135. /**
  34136. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34137. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34138. */
  34139. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34140. private _activeMeshes;
  34141. private _processedMaterials;
  34142. private _renderTargets;
  34143. /** @hidden */
  34144. _activeParticleSystems: SmartArray<IParticleSystem>;
  34145. private _activeSkeletons;
  34146. private _softwareSkinnedMeshes;
  34147. private _renderingManager;
  34148. /** @hidden */
  34149. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34150. private _transformMatrix;
  34151. private _sceneUbo;
  34152. /** @hidden */
  34153. _viewMatrix: Matrix;
  34154. private _projectionMatrix;
  34155. /** @hidden */
  34156. _forcedViewPosition: Nullable<Vector3>;
  34157. /** @hidden */
  34158. _frustumPlanes: Plane[];
  34159. /**
  34160. * Gets the list of frustum planes (built from the active camera)
  34161. */
  34162. readonly frustumPlanes: Plane[];
  34163. /**
  34164. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34165. * This is useful if there are more lights that the maximum simulteanous authorized
  34166. */
  34167. requireLightSorting: boolean;
  34168. /** @hidden */
  34169. readonly useMaterialMeshMap: boolean;
  34170. /** @hidden */
  34171. readonly useClonedMeshhMap: boolean;
  34172. private _externalData;
  34173. private _uid;
  34174. /**
  34175. * @hidden
  34176. * Backing store of defined scene components.
  34177. */
  34178. _components: ISceneComponent[];
  34179. /**
  34180. * @hidden
  34181. * Backing store of defined scene components.
  34182. */
  34183. _serializableComponents: ISceneSerializableComponent[];
  34184. /**
  34185. * List of components to register on the next registration step.
  34186. */
  34187. private _transientComponents;
  34188. /**
  34189. * Registers the transient components if needed.
  34190. */
  34191. private _registerTransientComponents;
  34192. /**
  34193. * @hidden
  34194. * Add a component to the scene.
  34195. * Note that the ccomponent could be registered on th next frame if this is called after
  34196. * the register component stage.
  34197. * @param component Defines the component to add to the scene
  34198. */
  34199. _addComponent(component: ISceneComponent): void;
  34200. /**
  34201. * @hidden
  34202. * Gets a component from the scene.
  34203. * @param name defines the name of the component to retrieve
  34204. * @returns the component or null if not present
  34205. */
  34206. _getComponent(name: string): Nullable<ISceneComponent>;
  34207. /**
  34208. * @hidden
  34209. * Defines the actions happening before camera updates.
  34210. */
  34211. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34212. /**
  34213. * @hidden
  34214. * Defines the actions happening before clear the canvas.
  34215. */
  34216. _beforeClearStage: Stage<SimpleStageAction>;
  34217. /**
  34218. * @hidden
  34219. * Defines the actions when collecting render targets for the frame.
  34220. */
  34221. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34222. /**
  34223. * @hidden
  34224. * Defines the actions happening for one camera in the frame.
  34225. */
  34226. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34227. /**
  34228. * @hidden
  34229. * Defines the actions happening during the per mesh ready checks.
  34230. */
  34231. _isReadyForMeshStage: Stage<MeshStageAction>;
  34232. /**
  34233. * @hidden
  34234. * Defines the actions happening before evaluate active mesh checks.
  34235. */
  34236. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34237. /**
  34238. * @hidden
  34239. * Defines the actions happening during the evaluate sub mesh checks.
  34240. */
  34241. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34242. /**
  34243. * @hidden
  34244. * Defines the actions happening during the active mesh stage.
  34245. */
  34246. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34247. /**
  34248. * @hidden
  34249. * Defines the actions happening during the per camera render target step.
  34250. */
  34251. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34252. /**
  34253. * @hidden
  34254. * Defines the actions happening just before the active camera is drawing.
  34255. */
  34256. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34257. /**
  34258. * @hidden
  34259. * Defines the actions happening just before a render target is drawing.
  34260. */
  34261. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34262. /**
  34263. * @hidden
  34264. * Defines the actions happening just before a rendering group is drawing.
  34265. */
  34266. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34267. /**
  34268. * @hidden
  34269. * Defines the actions happening just before a mesh is drawing.
  34270. */
  34271. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34272. /**
  34273. * @hidden
  34274. * Defines the actions happening just after a mesh has been drawn.
  34275. */
  34276. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34277. /**
  34278. * @hidden
  34279. * Defines the actions happening just after a rendering group has been drawn.
  34280. */
  34281. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34282. /**
  34283. * @hidden
  34284. * Defines the actions happening just after the active camera has been drawn.
  34285. */
  34286. _afterCameraDrawStage: Stage<CameraStageAction>;
  34287. /**
  34288. * @hidden
  34289. * Defines the actions happening just after a render target has been drawn.
  34290. */
  34291. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34292. /**
  34293. * @hidden
  34294. * Defines the actions happening just after rendering all cameras and computing intersections.
  34295. */
  34296. _afterRenderStage: Stage<SimpleStageAction>;
  34297. /**
  34298. * @hidden
  34299. * Defines the actions happening when a pointer move event happens.
  34300. */
  34301. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34302. /**
  34303. * @hidden
  34304. * Defines the actions happening when a pointer down event happens.
  34305. */
  34306. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34307. /**
  34308. * @hidden
  34309. * Defines the actions happening when a pointer up event happens.
  34310. */
  34311. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34312. /**
  34313. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34314. */
  34315. private geometriesByUniqueId;
  34316. /**
  34317. * Creates a new Scene
  34318. * @param engine defines the engine to use to render this scene
  34319. * @param options defines the scene options
  34320. */
  34321. constructor(engine: Engine, options?: SceneOptions);
  34322. /**
  34323. * Gets a string idenfifying the name of the class
  34324. * @returns "Scene" string
  34325. */
  34326. getClassName(): string;
  34327. private _defaultMeshCandidates;
  34328. /**
  34329. * @hidden
  34330. */
  34331. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34332. private _defaultSubMeshCandidates;
  34333. /**
  34334. * @hidden
  34335. */
  34336. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34337. /**
  34338. * Sets the default candidate providers for the scene.
  34339. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34340. * and getCollidingSubMeshCandidates to their default function
  34341. */
  34342. setDefaultCandidateProviders(): void;
  34343. /**
  34344. * Gets the mesh that is currently under the pointer
  34345. */
  34346. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34347. /**
  34348. * Gets or sets the current on-screen X position of the pointer
  34349. */
  34350. pointerX: number;
  34351. /**
  34352. * Gets or sets the current on-screen Y position of the pointer
  34353. */
  34354. pointerY: number;
  34355. /**
  34356. * Gets the cached material (ie. the latest rendered one)
  34357. * @returns the cached material
  34358. */
  34359. getCachedMaterial(): Nullable<Material>;
  34360. /**
  34361. * Gets the cached effect (ie. the latest rendered one)
  34362. * @returns the cached effect
  34363. */
  34364. getCachedEffect(): Nullable<Effect>;
  34365. /**
  34366. * Gets the cached visibility state (ie. the latest rendered one)
  34367. * @returns the cached visibility state
  34368. */
  34369. getCachedVisibility(): Nullable<number>;
  34370. /**
  34371. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34372. * @param material defines the current material
  34373. * @param effect defines the current effect
  34374. * @param visibility defines the current visibility state
  34375. * @returns true if one parameter is not cached
  34376. */
  34377. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34378. /**
  34379. * Gets the engine associated with the scene
  34380. * @returns an Engine
  34381. */
  34382. getEngine(): Engine;
  34383. /**
  34384. * Gets the total number of vertices rendered per frame
  34385. * @returns the total number of vertices rendered per frame
  34386. */
  34387. getTotalVertices(): number;
  34388. /**
  34389. * Gets the performance counter for total vertices
  34390. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34391. */
  34392. readonly totalVerticesPerfCounter: PerfCounter;
  34393. /**
  34394. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34395. * @returns the total number of active indices rendered per frame
  34396. */
  34397. getActiveIndices(): number;
  34398. /**
  34399. * Gets the performance counter for active indices
  34400. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34401. */
  34402. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34403. /**
  34404. * Gets the total number of active particles rendered per frame
  34405. * @returns the total number of active particles rendered per frame
  34406. */
  34407. getActiveParticles(): number;
  34408. /**
  34409. * Gets the performance counter for active particles
  34410. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34411. */
  34412. readonly activeParticlesPerfCounter: PerfCounter;
  34413. /**
  34414. * Gets the total number of active bones rendered per frame
  34415. * @returns the total number of active bones rendered per frame
  34416. */
  34417. getActiveBones(): number;
  34418. /**
  34419. * Gets the performance counter for active bones
  34420. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34421. */
  34422. readonly activeBonesPerfCounter: PerfCounter;
  34423. /**
  34424. * Gets the array of active meshes
  34425. * @returns an array of AbstractMesh
  34426. */
  34427. getActiveMeshes(): SmartArray<AbstractMesh>;
  34428. /**
  34429. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34430. * @returns a number
  34431. */
  34432. getAnimationRatio(): number;
  34433. /**
  34434. * Gets an unique Id for the current render phase
  34435. * @returns a number
  34436. */
  34437. getRenderId(): number;
  34438. /**
  34439. * Gets an unique Id for the current frame
  34440. * @returns a number
  34441. */
  34442. getFrameId(): number;
  34443. /** Call this function if you want to manually increment the render Id*/
  34444. incrementRenderId(): void;
  34445. private _createUbo;
  34446. /**
  34447. * Use this method to simulate a pointer move on a mesh
  34448. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34449. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34450. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34451. * @returns the current scene
  34452. */
  34453. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34454. /**
  34455. * Use this method to simulate a pointer down on a mesh
  34456. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34457. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34458. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34459. * @returns the current scene
  34460. */
  34461. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34462. /**
  34463. * Use this method to simulate a pointer up on a mesh
  34464. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34465. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34466. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34467. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34468. * @returns the current scene
  34469. */
  34470. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34471. /**
  34472. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34473. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34474. * @returns true if the pointer was captured
  34475. */
  34476. isPointerCaptured(pointerId?: number): boolean;
  34477. /**
  34478. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34479. * @param attachUp defines if you want to attach events to pointerup
  34480. * @param attachDown defines if you want to attach events to pointerdown
  34481. * @param attachMove defines if you want to attach events to pointermove
  34482. */
  34483. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34484. /** Detaches all event handlers*/
  34485. detachControl(): void;
  34486. /**
  34487. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34488. * Delay loaded resources are not taking in account
  34489. * @return true if all required resources are ready
  34490. */
  34491. isReady(): boolean;
  34492. /** Resets all cached information relative to material (including effect and visibility) */
  34493. resetCachedMaterial(): void;
  34494. /**
  34495. * Registers a function to be called before every frame render
  34496. * @param func defines the function to register
  34497. */
  34498. registerBeforeRender(func: () => void): void;
  34499. /**
  34500. * Unregisters a function called before every frame render
  34501. * @param func defines the function to unregister
  34502. */
  34503. unregisterBeforeRender(func: () => void): void;
  34504. /**
  34505. * Registers a function to be called after every frame render
  34506. * @param func defines the function to register
  34507. */
  34508. registerAfterRender(func: () => void): void;
  34509. /**
  34510. * Unregisters a function called after every frame render
  34511. * @param func defines the function to unregister
  34512. */
  34513. unregisterAfterRender(func: () => void): void;
  34514. private _executeOnceBeforeRender;
  34515. /**
  34516. * The provided function will run before render once and will be disposed afterwards.
  34517. * A timeout delay can be provided so that the function will be executed in N ms.
  34518. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34519. * @param func The function to be executed.
  34520. * @param timeout optional delay in ms
  34521. */
  34522. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34523. /** @hidden */
  34524. _addPendingData(data: any): void;
  34525. /** @hidden */
  34526. _removePendingData(data: any): void;
  34527. /**
  34528. * Returns the number of items waiting to be loaded
  34529. * @returns the number of items waiting to be loaded
  34530. */
  34531. getWaitingItemsCount(): number;
  34532. /**
  34533. * Returns a boolean indicating if the scene is still loading data
  34534. */
  34535. readonly isLoading: boolean;
  34536. /**
  34537. * Registers a function to be executed when the scene is ready
  34538. * @param {Function} func - the function to be executed
  34539. */
  34540. executeWhenReady(func: () => void): void;
  34541. /**
  34542. * Returns a promise that resolves when the scene is ready
  34543. * @returns A promise that resolves when the scene is ready
  34544. */
  34545. whenReadyAsync(): Promise<void>;
  34546. /** @hidden */
  34547. _checkIsReady(): void;
  34548. /**
  34549. * Gets all animatable attached to the scene
  34550. */
  34551. readonly animatables: Animatable[];
  34552. /**
  34553. * Resets the last animation time frame.
  34554. * Useful to override when animations start running when loading a scene for the first time.
  34555. */
  34556. resetLastAnimationTimeFrame(): void;
  34557. /**
  34558. * Gets the current view matrix
  34559. * @returns a Matrix
  34560. */
  34561. getViewMatrix(): Matrix;
  34562. /**
  34563. * Gets the current projection matrix
  34564. * @returns a Matrix
  34565. */
  34566. getProjectionMatrix(): Matrix;
  34567. /**
  34568. * Gets the current transform matrix
  34569. * @returns a Matrix made of View * Projection
  34570. */
  34571. getTransformMatrix(): Matrix;
  34572. /**
  34573. * Sets the current transform matrix
  34574. * @param viewL defines the View matrix to use
  34575. * @param projectionL defines the Projection matrix to use
  34576. * @param viewR defines the right View matrix to use (if provided)
  34577. * @param projectionR defines the right Projection matrix to use (if provided)
  34578. */
  34579. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34580. /**
  34581. * Gets the uniform buffer used to store scene data
  34582. * @returns a UniformBuffer
  34583. */
  34584. getSceneUniformBuffer(): UniformBuffer;
  34585. /**
  34586. * Gets an unique (relatively to the current scene) Id
  34587. * @returns an unique number for the scene
  34588. */
  34589. getUniqueId(): number;
  34590. /**
  34591. * Add a mesh to the list of scene's meshes
  34592. * @param newMesh defines the mesh to add
  34593. * @param recursive if all child meshes should also be added to the scene
  34594. */
  34595. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34596. /**
  34597. * Remove a mesh for the list of scene's meshes
  34598. * @param toRemove defines the mesh to remove
  34599. * @param recursive if all child meshes should also be removed from the scene
  34600. * @returns the index where the mesh was in the mesh list
  34601. */
  34602. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34603. /**
  34604. * Add a transform node to the list of scene's transform nodes
  34605. * @param newTransformNode defines the transform node to add
  34606. */
  34607. addTransformNode(newTransformNode: TransformNode): void;
  34608. /**
  34609. * Remove a transform node for the list of scene's transform nodes
  34610. * @param toRemove defines the transform node to remove
  34611. * @returns the index where the transform node was in the transform node list
  34612. */
  34613. removeTransformNode(toRemove: TransformNode): number;
  34614. /**
  34615. * Remove a skeleton for the list of scene's skeletons
  34616. * @param toRemove defines the skeleton to remove
  34617. * @returns the index where the skeleton was in the skeleton list
  34618. */
  34619. removeSkeleton(toRemove: Skeleton): number;
  34620. /**
  34621. * Remove a morph target for the list of scene's morph targets
  34622. * @param toRemove defines the morph target to remove
  34623. * @returns the index where the morph target was in the morph target list
  34624. */
  34625. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34626. /**
  34627. * Remove a light for the list of scene's lights
  34628. * @param toRemove defines the light to remove
  34629. * @returns the index where the light was in the light list
  34630. */
  34631. removeLight(toRemove: Light): number;
  34632. /**
  34633. * Remove a camera for the list of scene's cameras
  34634. * @param toRemove defines the camera to remove
  34635. * @returns the index where the camera was in the camera list
  34636. */
  34637. removeCamera(toRemove: Camera): number;
  34638. /**
  34639. * Remove a particle system for the list of scene's particle systems
  34640. * @param toRemove defines the particle system to remove
  34641. * @returns the index where the particle system was in the particle system list
  34642. */
  34643. removeParticleSystem(toRemove: IParticleSystem): number;
  34644. /**
  34645. * Remove a animation for the list of scene's animations
  34646. * @param toRemove defines the animation to remove
  34647. * @returns the index where the animation was in the animation list
  34648. */
  34649. removeAnimation(toRemove: Animation): number;
  34650. /**
  34651. * Will stop the animation of the given target
  34652. * @param target - the target
  34653. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34654. * @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)
  34655. */
  34656. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34657. /**
  34658. * Removes the given animation group from this scene.
  34659. * @param toRemove The animation group to remove
  34660. * @returns The index of the removed animation group
  34661. */
  34662. removeAnimationGroup(toRemove: AnimationGroup): number;
  34663. /**
  34664. * Removes the given multi-material from this scene.
  34665. * @param toRemove The multi-material to remove
  34666. * @returns The index of the removed multi-material
  34667. */
  34668. removeMultiMaterial(toRemove: MultiMaterial): number;
  34669. /**
  34670. * Removes the given material from this scene.
  34671. * @param toRemove The material to remove
  34672. * @returns The index of the removed material
  34673. */
  34674. removeMaterial(toRemove: Material): number;
  34675. /**
  34676. * Removes the given action manager from this scene.
  34677. * @param toRemove The action manager to remove
  34678. * @returns The index of the removed action manager
  34679. */
  34680. removeActionManager(toRemove: AbstractActionManager): number;
  34681. /**
  34682. * Removes the given texture from this scene.
  34683. * @param toRemove The texture to remove
  34684. * @returns The index of the removed texture
  34685. */
  34686. removeTexture(toRemove: BaseTexture): number;
  34687. /**
  34688. * Adds the given light to this scene
  34689. * @param newLight The light to add
  34690. */
  34691. addLight(newLight: Light): void;
  34692. /**
  34693. * Sorts the list list based on light priorities
  34694. */
  34695. sortLightsByPriority(): void;
  34696. /**
  34697. * Adds the given camera to this scene
  34698. * @param newCamera The camera to add
  34699. */
  34700. addCamera(newCamera: Camera): void;
  34701. /**
  34702. * Adds the given skeleton to this scene
  34703. * @param newSkeleton The skeleton to add
  34704. */
  34705. addSkeleton(newSkeleton: Skeleton): void;
  34706. /**
  34707. * Adds the given particle system to this scene
  34708. * @param newParticleSystem The particle system to add
  34709. */
  34710. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34711. /**
  34712. * Adds the given animation to this scene
  34713. * @param newAnimation The animation to add
  34714. */
  34715. addAnimation(newAnimation: Animation): void;
  34716. /**
  34717. * Adds the given animation group to this scene.
  34718. * @param newAnimationGroup The animation group to add
  34719. */
  34720. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34721. /**
  34722. * Adds the given multi-material to this scene
  34723. * @param newMultiMaterial The multi-material to add
  34724. */
  34725. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34726. /**
  34727. * Adds the given material to this scene
  34728. * @param newMaterial The material to add
  34729. */
  34730. addMaterial(newMaterial: Material): void;
  34731. /**
  34732. * Adds the given morph target to this scene
  34733. * @param newMorphTargetManager The morph target to add
  34734. */
  34735. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34736. /**
  34737. * Adds the given geometry to this scene
  34738. * @param newGeometry The geometry to add
  34739. */
  34740. addGeometry(newGeometry: Geometry): void;
  34741. /**
  34742. * Adds the given action manager to this scene
  34743. * @param newActionManager The action manager to add
  34744. */
  34745. addActionManager(newActionManager: AbstractActionManager): void;
  34746. /**
  34747. * Adds the given texture to this scene.
  34748. * @param newTexture The texture to add
  34749. */
  34750. addTexture(newTexture: BaseTexture): void;
  34751. /**
  34752. * Switch active camera
  34753. * @param newCamera defines the new active camera
  34754. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34755. */
  34756. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34757. /**
  34758. * sets the active camera of the scene using its ID
  34759. * @param id defines the camera's ID
  34760. * @return the new active camera or null if none found.
  34761. */
  34762. setActiveCameraByID(id: string): Nullable<Camera>;
  34763. /**
  34764. * sets the active camera of the scene using its name
  34765. * @param name defines the camera's name
  34766. * @returns the new active camera or null if none found.
  34767. */
  34768. setActiveCameraByName(name: string): Nullable<Camera>;
  34769. /**
  34770. * get an animation group using its name
  34771. * @param name defines the material's name
  34772. * @return the animation group or null if none found.
  34773. */
  34774. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34775. /**
  34776. * Get a material using its unique id
  34777. * @param uniqueId defines the material's unique id
  34778. * @return the material or null if none found.
  34779. */
  34780. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34781. /**
  34782. * get a material using its id
  34783. * @param id defines the material's ID
  34784. * @return the material or null if none found.
  34785. */
  34786. getMaterialByID(id: string): Nullable<Material>;
  34787. /**
  34788. * Gets a the last added material using a given id
  34789. * @param id defines the material's ID
  34790. * @return the last material with the given id or null if none found.
  34791. */
  34792. getLastMaterialByID(id: string): Nullable<Material>;
  34793. /**
  34794. * Gets a material using its name
  34795. * @param name defines the material's name
  34796. * @return the material or null if none found.
  34797. */
  34798. getMaterialByName(name: string): Nullable<Material>;
  34799. /**
  34800. * Gets a camera using its id
  34801. * @param id defines the id to look for
  34802. * @returns the camera or null if not found
  34803. */
  34804. getCameraByID(id: string): Nullable<Camera>;
  34805. /**
  34806. * Gets a camera using its unique id
  34807. * @param uniqueId defines the unique id to look for
  34808. * @returns the camera or null if not found
  34809. */
  34810. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34811. /**
  34812. * Gets a camera using its name
  34813. * @param name defines the camera's name
  34814. * @return the camera or null if none found.
  34815. */
  34816. getCameraByName(name: string): Nullable<Camera>;
  34817. /**
  34818. * Gets a bone using its id
  34819. * @param id defines the bone's id
  34820. * @return the bone or null if not found
  34821. */
  34822. getBoneByID(id: string): Nullable<Bone>;
  34823. /**
  34824. * Gets a bone using its id
  34825. * @param name defines the bone's name
  34826. * @return the bone or null if not found
  34827. */
  34828. getBoneByName(name: string): Nullable<Bone>;
  34829. /**
  34830. * Gets a light node using its name
  34831. * @param name defines the the light's name
  34832. * @return the light or null if none found.
  34833. */
  34834. getLightByName(name: string): Nullable<Light>;
  34835. /**
  34836. * Gets a light node using its id
  34837. * @param id defines the light's id
  34838. * @return the light or null if none found.
  34839. */
  34840. getLightByID(id: string): Nullable<Light>;
  34841. /**
  34842. * Gets a light node using its scene-generated unique ID
  34843. * @param uniqueId defines the light's unique id
  34844. * @return the light or null if none found.
  34845. */
  34846. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34847. /**
  34848. * Gets a particle system by id
  34849. * @param id defines the particle system id
  34850. * @return the corresponding system or null if none found
  34851. */
  34852. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34853. /**
  34854. * Gets a geometry using its ID
  34855. * @param id defines the geometry's id
  34856. * @return the geometry or null if none found.
  34857. */
  34858. getGeometryByID(id: string): Nullable<Geometry>;
  34859. private _getGeometryByUniqueID;
  34860. /**
  34861. * Add a new geometry to this scene
  34862. * @param geometry defines the geometry to be added to the scene.
  34863. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34864. * @return a boolean defining if the geometry was added or not
  34865. */
  34866. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34867. /**
  34868. * Removes an existing geometry
  34869. * @param geometry defines the geometry to be removed from the scene
  34870. * @return a boolean defining if the geometry was removed or not
  34871. */
  34872. removeGeometry(geometry: Geometry): boolean;
  34873. /**
  34874. * Gets the list of geometries attached to the scene
  34875. * @returns an array of Geometry
  34876. */
  34877. getGeometries(): Geometry[];
  34878. /**
  34879. * Gets the first added mesh found of a given ID
  34880. * @param id defines the id to search for
  34881. * @return the mesh found or null if not found at all
  34882. */
  34883. getMeshByID(id: string): Nullable<AbstractMesh>;
  34884. /**
  34885. * Gets a list of meshes using their id
  34886. * @param id defines the id to search for
  34887. * @returns a list of meshes
  34888. */
  34889. getMeshesByID(id: string): Array<AbstractMesh>;
  34890. /**
  34891. * Gets the first added transform node found of a given ID
  34892. * @param id defines the id to search for
  34893. * @return the found transform node or null if not found at all.
  34894. */
  34895. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34896. /**
  34897. * Gets a transform node with its auto-generated unique id
  34898. * @param uniqueId efines the unique id to search for
  34899. * @return the found transform node or null if not found at all.
  34900. */
  34901. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34902. /**
  34903. * Gets a list of transform nodes using their id
  34904. * @param id defines the id to search for
  34905. * @returns a list of transform nodes
  34906. */
  34907. getTransformNodesByID(id: string): Array<TransformNode>;
  34908. /**
  34909. * Gets a mesh with its auto-generated unique id
  34910. * @param uniqueId defines the unique id to search for
  34911. * @return the found mesh or null if not found at all.
  34912. */
  34913. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34914. /**
  34915. * Gets a the last added mesh using a given id
  34916. * @param id defines the id to search for
  34917. * @return the found mesh or null if not found at all.
  34918. */
  34919. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34920. /**
  34921. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34922. * @param id defines the id to search for
  34923. * @return the found node or null if not found at all
  34924. */
  34925. getLastEntryByID(id: string): Nullable<Node>;
  34926. /**
  34927. * Gets a node (Mesh, Camera, Light) using a given id
  34928. * @param id defines the id to search for
  34929. * @return the found node or null if not found at all
  34930. */
  34931. getNodeByID(id: string): Nullable<Node>;
  34932. /**
  34933. * Gets a node (Mesh, Camera, Light) using a given name
  34934. * @param name defines the name to search for
  34935. * @return the found node or null if not found at all.
  34936. */
  34937. getNodeByName(name: string): Nullable<Node>;
  34938. /**
  34939. * Gets a mesh using a given name
  34940. * @param name defines the name to search for
  34941. * @return the found mesh or null if not found at all.
  34942. */
  34943. getMeshByName(name: string): Nullable<AbstractMesh>;
  34944. /**
  34945. * Gets a transform node using a given name
  34946. * @param name defines the name to search for
  34947. * @return the found transform node or null if not found at all.
  34948. */
  34949. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34950. /**
  34951. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34952. * @param id defines the id to search for
  34953. * @return the found skeleton or null if not found at all.
  34954. */
  34955. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34956. /**
  34957. * Gets a skeleton using a given auto generated unique id
  34958. * @param uniqueId defines the unique id to search for
  34959. * @return the found skeleton or null if not found at all.
  34960. */
  34961. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34962. /**
  34963. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34964. * @param id defines the id to search for
  34965. * @return the found skeleton or null if not found at all.
  34966. */
  34967. getSkeletonById(id: string): Nullable<Skeleton>;
  34968. /**
  34969. * Gets a skeleton using a given name
  34970. * @param name defines the name to search for
  34971. * @return the found skeleton or null if not found at all.
  34972. */
  34973. getSkeletonByName(name: string): Nullable<Skeleton>;
  34974. /**
  34975. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34976. * @param id defines the id to search for
  34977. * @return the found morph target manager or null if not found at all.
  34978. */
  34979. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34980. /**
  34981. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34982. * @param id defines the id to search for
  34983. * @return the found morph target or null if not found at all.
  34984. */
  34985. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34986. /**
  34987. * Gets a boolean indicating if the given mesh is active
  34988. * @param mesh defines the mesh to look for
  34989. * @returns true if the mesh is in the active list
  34990. */
  34991. isActiveMesh(mesh: AbstractMesh): boolean;
  34992. /**
  34993. * Return a unique id as a string which can serve as an identifier for the scene
  34994. */
  34995. readonly uid: string;
  34996. /**
  34997. * Add an externaly attached data from its key.
  34998. * This method call will fail and return false, if such key already exists.
  34999. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35000. * @param key the unique key that identifies the data
  35001. * @param data the data object to associate to the key for this Engine instance
  35002. * @return true if no such key were already present and the data was added successfully, false otherwise
  35003. */
  35004. addExternalData<T>(key: string, data: T): boolean;
  35005. /**
  35006. * Get an externaly attached data from its key
  35007. * @param key the unique key that identifies the data
  35008. * @return the associated data, if present (can be null), or undefined if not present
  35009. */
  35010. getExternalData<T>(key: string): Nullable<T>;
  35011. /**
  35012. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35013. * @param key the unique key that identifies the data
  35014. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35015. * @return the associated data, can be null if the factory returned null.
  35016. */
  35017. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35018. /**
  35019. * Remove an externaly attached data from the Engine instance
  35020. * @param key the unique key that identifies the data
  35021. * @return true if the data was successfully removed, false if it doesn't exist
  35022. */
  35023. removeExternalData(key: string): boolean;
  35024. private _evaluateSubMesh;
  35025. /**
  35026. * Clear the processed materials smart array preventing retention point in material dispose.
  35027. */
  35028. freeProcessedMaterials(): void;
  35029. private _preventFreeActiveMeshesAndRenderingGroups;
  35030. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35031. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35032. * when disposing several meshes in a row or a hierarchy of meshes.
  35033. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35034. */
  35035. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35036. /**
  35037. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35038. */
  35039. freeActiveMeshes(): void;
  35040. /**
  35041. * Clear the info related to rendering groups preventing retention points during dispose.
  35042. */
  35043. freeRenderingGroups(): void;
  35044. /** @hidden */
  35045. _isInIntermediateRendering(): boolean;
  35046. /**
  35047. * Lambda returning the list of potentially active meshes.
  35048. */
  35049. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35050. /**
  35051. * Lambda returning the list of potentially active sub meshes.
  35052. */
  35053. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35054. /**
  35055. * Lambda returning the list of potentially intersecting sub meshes.
  35056. */
  35057. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35058. /**
  35059. * Lambda returning the list of potentially colliding sub meshes.
  35060. */
  35061. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35062. private _activeMeshesFrozen;
  35063. /**
  35064. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35065. * @returns the current scene
  35066. */
  35067. freezeActiveMeshes(): Scene;
  35068. /**
  35069. * Use this function to restart evaluating active meshes on every frame
  35070. * @returns the current scene
  35071. */
  35072. unfreezeActiveMeshes(): Scene;
  35073. private _evaluateActiveMeshes;
  35074. private _activeMesh;
  35075. /**
  35076. * Update the transform matrix to update from the current active camera
  35077. * @param force defines a boolean used to force the update even if cache is up to date
  35078. */
  35079. updateTransformMatrix(force?: boolean): void;
  35080. private _bindFrameBuffer;
  35081. /** @hidden */
  35082. _allowPostProcessClearColor: boolean;
  35083. /** @hidden */
  35084. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35085. private _processSubCameras;
  35086. private _checkIntersections;
  35087. /** @hidden */
  35088. _advancePhysicsEngineStep(step: number): void;
  35089. /**
  35090. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35091. */
  35092. getDeterministicFrameTime: () => number;
  35093. /** @hidden */
  35094. _animate(): void;
  35095. /** Execute all animations (for a frame) */
  35096. animate(): void;
  35097. /**
  35098. * Render the scene
  35099. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35100. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35101. */
  35102. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35103. /**
  35104. * Freeze all materials
  35105. * A frozen material will not be updatable but should be faster to render
  35106. */
  35107. freezeMaterials(): void;
  35108. /**
  35109. * Unfreeze all materials
  35110. * A frozen material will not be updatable but should be faster to render
  35111. */
  35112. unfreezeMaterials(): void;
  35113. /**
  35114. * Releases all held ressources
  35115. */
  35116. dispose(): void;
  35117. /**
  35118. * Gets if the scene is already disposed
  35119. */
  35120. readonly isDisposed: boolean;
  35121. /**
  35122. * Call this function to reduce memory footprint of the scene.
  35123. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35124. */
  35125. clearCachedVertexData(): void;
  35126. /**
  35127. * This function will remove the local cached buffer data from texture.
  35128. * It will save memory but will prevent the texture from being rebuilt
  35129. */
  35130. cleanCachedTextureBuffer(): void;
  35131. /**
  35132. * Get the world extend vectors with an optional filter
  35133. *
  35134. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35135. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35136. */
  35137. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35138. min: Vector3;
  35139. max: Vector3;
  35140. };
  35141. /**
  35142. * Creates a ray that can be used to pick in the scene
  35143. * @param x defines the x coordinate of the origin (on-screen)
  35144. * @param y defines the y coordinate of the origin (on-screen)
  35145. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35146. * @param camera defines the camera to use for the picking
  35147. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35148. * @returns a Ray
  35149. */
  35150. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35151. /**
  35152. * Creates a ray that can be used to pick in the scene
  35153. * @param x defines the x coordinate of the origin (on-screen)
  35154. * @param y defines the y coordinate of the origin (on-screen)
  35155. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35156. * @param result defines the ray where to store the picking ray
  35157. * @param camera defines the camera to use for the picking
  35158. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35159. * @returns the current scene
  35160. */
  35161. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35162. /**
  35163. * Creates a ray that can be used to pick in the scene
  35164. * @param x defines the x coordinate of the origin (on-screen)
  35165. * @param y defines the y coordinate of the origin (on-screen)
  35166. * @param camera defines the camera to use for the picking
  35167. * @returns a Ray
  35168. */
  35169. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35170. /**
  35171. * Creates a ray that can be used to pick in the scene
  35172. * @param x defines the x coordinate of the origin (on-screen)
  35173. * @param y defines the y coordinate of the origin (on-screen)
  35174. * @param result defines the ray where to store the picking ray
  35175. * @param camera defines the camera to use for the picking
  35176. * @returns the current scene
  35177. */
  35178. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35179. /** Launch a ray to try to pick a mesh in the scene
  35180. * @param x position on screen
  35181. * @param y position on screen
  35182. * @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
  35183. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35184. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35185. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35186. * @returns a PickingInfo
  35187. */
  35188. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35189. /** Use the given ray to pick a mesh in the scene
  35190. * @param ray The ray to use to pick meshes
  35191. * @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
  35192. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35193. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35194. * @returns a PickingInfo
  35195. */
  35196. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35197. /**
  35198. * Launch a ray to try to pick a mesh in the scene
  35199. * @param x X position on screen
  35200. * @param y Y position on screen
  35201. * @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
  35202. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35203. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35204. * @returns an array of PickingInfo
  35205. */
  35206. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35207. /**
  35208. * Launch a ray to try to pick a mesh in the scene
  35209. * @param ray Ray to use
  35210. * @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
  35211. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35212. * @returns an array of PickingInfo
  35213. */
  35214. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35215. /**
  35216. * Force the value of meshUnderPointer
  35217. * @param mesh defines the mesh to use
  35218. */
  35219. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35220. /**
  35221. * Gets the mesh under the pointer
  35222. * @returns a Mesh or null if no mesh is under the pointer
  35223. */
  35224. getPointerOverMesh(): Nullable<AbstractMesh>;
  35225. /** @hidden */
  35226. _rebuildGeometries(): void;
  35227. /** @hidden */
  35228. _rebuildTextures(): void;
  35229. private _getByTags;
  35230. /**
  35231. * Get a list of meshes by tags
  35232. * @param tagsQuery defines the tags query to use
  35233. * @param forEach defines a predicate used to filter results
  35234. * @returns an array of Mesh
  35235. */
  35236. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35237. /**
  35238. * Get a list of cameras by tags
  35239. * @param tagsQuery defines the tags query to use
  35240. * @param forEach defines a predicate used to filter results
  35241. * @returns an array of Camera
  35242. */
  35243. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35244. /**
  35245. * Get a list of lights by tags
  35246. * @param tagsQuery defines the tags query to use
  35247. * @param forEach defines a predicate used to filter results
  35248. * @returns an array of Light
  35249. */
  35250. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35251. /**
  35252. * Get a list of materials by tags
  35253. * @param tagsQuery defines the tags query to use
  35254. * @param forEach defines a predicate used to filter results
  35255. * @returns an array of Material
  35256. */
  35257. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35258. /**
  35259. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35260. * This allowed control for front to back rendering or reversly depending of the special needs.
  35261. *
  35262. * @param renderingGroupId The rendering group id corresponding to its index
  35263. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35264. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35265. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35266. */
  35267. 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;
  35268. /**
  35269. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35270. *
  35271. * @param renderingGroupId The rendering group id corresponding to its index
  35272. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35273. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35274. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35275. */
  35276. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35277. /**
  35278. * Gets the current auto clear configuration for one rendering group of the rendering
  35279. * manager.
  35280. * @param index the rendering group index to get the information for
  35281. * @returns The auto clear setup for the requested rendering group
  35282. */
  35283. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35284. private _blockMaterialDirtyMechanism;
  35285. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35286. blockMaterialDirtyMechanism: boolean;
  35287. /**
  35288. * Will flag all materials as dirty to trigger new shader compilation
  35289. * @param flag defines the flag used to specify which material part must be marked as dirty
  35290. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35291. */
  35292. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35293. /** @hidden */
  35294. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35295. /** @hidden */
  35296. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35297. }
  35298. }
  35299. declare module "babylonjs/assetContainer" {
  35300. import { AbstractScene } from "babylonjs/abstractScene";
  35301. import { Scene } from "babylonjs/scene";
  35302. import { Mesh } from "babylonjs/Meshes/mesh";
  35303. /**
  35304. * Set of assets to keep when moving a scene into an asset container.
  35305. */
  35306. export class KeepAssets extends AbstractScene {
  35307. }
  35308. /**
  35309. * Container with a set of assets that can be added or removed from a scene.
  35310. */
  35311. export class AssetContainer extends AbstractScene {
  35312. /**
  35313. * The scene the AssetContainer belongs to.
  35314. */
  35315. scene: Scene;
  35316. /**
  35317. * Instantiates an AssetContainer.
  35318. * @param scene The scene the AssetContainer belongs to.
  35319. */
  35320. constructor(scene: Scene);
  35321. /**
  35322. * Adds all the assets from the container to the scene.
  35323. */
  35324. addAllToScene(): void;
  35325. /**
  35326. * Removes all the assets in the container from the scene
  35327. */
  35328. removeAllFromScene(): void;
  35329. /**
  35330. * Disposes all the assets in the container
  35331. */
  35332. dispose(): void;
  35333. private _moveAssets;
  35334. /**
  35335. * Removes all the assets contained in the scene and adds them to the container.
  35336. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35337. */
  35338. moveAllFromScene(keepAssets?: KeepAssets): void;
  35339. /**
  35340. * 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.
  35341. * @returns the root mesh
  35342. */
  35343. createRootMesh(): Mesh;
  35344. }
  35345. }
  35346. declare module "babylonjs/abstractScene" {
  35347. import { Scene } from "babylonjs/scene";
  35348. import { Nullable } from "babylonjs/types";
  35349. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35350. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35351. import { Geometry } from "babylonjs/Meshes/geometry";
  35352. import { Skeleton } from "babylonjs/Bones/skeleton";
  35353. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35354. import { AssetContainer } from "babylonjs/assetContainer";
  35355. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35356. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35357. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35358. import { Material } from "babylonjs/Materials/material";
  35359. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35360. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35361. import { Camera } from "babylonjs/Cameras/camera";
  35362. import { Light } from "babylonjs/Lights/light";
  35363. import { Node } from "babylonjs/node";
  35364. import { Animation } from "babylonjs/Animations/animation";
  35365. /**
  35366. * Defines how the parser contract is defined.
  35367. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35368. */
  35369. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35370. /**
  35371. * Defines how the individual parser contract is defined.
  35372. * These parser can parse an individual asset
  35373. */
  35374. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35375. /**
  35376. * Base class of the scene acting as a container for the different elements composing a scene.
  35377. * This class is dynamically extended by the different components of the scene increasing
  35378. * flexibility and reducing coupling
  35379. */
  35380. export abstract class AbstractScene {
  35381. /**
  35382. * Stores the list of available parsers in the application.
  35383. */
  35384. private static _BabylonFileParsers;
  35385. /**
  35386. * Stores the list of available individual parsers in the application.
  35387. */
  35388. private static _IndividualBabylonFileParsers;
  35389. /**
  35390. * Adds a parser in the list of available ones
  35391. * @param name Defines the name of the parser
  35392. * @param parser Defines the parser to add
  35393. */
  35394. static AddParser(name: string, parser: BabylonFileParser): void;
  35395. /**
  35396. * Gets a general parser from the list of avaialble ones
  35397. * @param name Defines the name of the parser
  35398. * @returns the requested parser or null
  35399. */
  35400. static GetParser(name: string): Nullable<BabylonFileParser>;
  35401. /**
  35402. * Adds n individual parser in the list of available ones
  35403. * @param name Defines the name of the parser
  35404. * @param parser Defines the parser to add
  35405. */
  35406. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35407. /**
  35408. * Gets an individual parser from the list of avaialble ones
  35409. * @param name Defines the name of the parser
  35410. * @returns the requested parser or null
  35411. */
  35412. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35413. /**
  35414. * Parser json data and populate both a scene and its associated container object
  35415. * @param jsonData Defines the data to parse
  35416. * @param scene Defines the scene to parse the data for
  35417. * @param container Defines the container attached to the parsing sequence
  35418. * @param rootUrl Defines the root url of the data
  35419. */
  35420. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35421. /**
  35422. * Gets the list of root nodes (ie. nodes with no parent)
  35423. */
  35424. rootNodes: Node[];
  35425. /** All of the cameras added to this scene
  35426. * @see http://doc.babylonjs.com/babylon101/cameras
  35427. */
  35428. cameras: Camera[];
  35429. /**
  35430. * All of the lights added to this scene
  35431. * @see http://doc.babylonjs.com/babylon101/lights
  35432. */
  35433. lights: Light[];
  35434. /**
  35435. * All of the (abstract) meshes added to this scene
  35436. */
  35437. meshes: AbstractMesh[];
  35438. /**
  35439. * The list of skeletons added to the scene
  35440. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35441. */
  35442. skeletons: Skeleton[];
  35443. /**
  35444. * All of the particle systems added to this scene
  35445. * @see http://doc.babylonjs.com/babylon101/particles
  35446. */
  35447. particleSystems: IParticleSystem[];
  35448. /**
  35449. * Gets a list of Animations associated with the scene
  35450. */
  35451. animations: Animation[];
  35452. /**
  35453. * All of the animation groups added to this scene
  35454. * @see http://doc.babylonjs.com/how_to/group
  35455. */
  35456. animationGroups: AnimationGroup[];
  35457. /**
  35458. * All of the multi-materials added to this scene
  35459. * @see http://doc.babylonjs.com/how_to/multi_materials
  35460. */
  35461. multiMaterials: MultiMaterial[];
  35462. /**
  35463. * All of the materials added to this scene
  35464. * In the context of a Scene, it is not supposed to be modified manually.
  35465. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35466. * Note also that the order of the Material wihin the array is not significant and might change.
  35467. * @see http://doc.babylonjs.com/babylon101/materials
  35468. */
  35469. materials: Material[];
  35470. /**
  35471. * The list of morph target managers added to the scene
  35472. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35473. */
  35474. morphTargetManagers: MorphTargetManager[];
  35475. /**
  35476. * The list of geometries used in the scene.
  35477. */
  35478. geometries: Geometry[];
  35479. /**
  35480. * All of the tranform nodes added to this scene
  35481. * In the context of a Scene, it is not supposed to be modified manually.
  35482. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35483. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35484. * @see http://doc.babylonjs.com/how_to/transformnode
  35485. */
  35486. transformNodes: TransformNode[];
  35487. /**
  35488. * ActionManagers available on the scene.
  35489. */
  35490. actionManagers: AbstractActionManager[];
  35491. /**
  35492. * Textures to keep.
  35493. */
  35494. textures: BaseTexture[];
  35495. /**
  35496. * Environment texture for the scene
  35497. */
  35498. environmentTexture: Nullable<BaseTexture>;
  35499. }
  35500. }
  35501. declare module "babylonjs/Audio/sound" {
  35502. import { Observable } from "babylonjs/Misc/observable";
  35503. import { Vector3 } from "babylonjs/Maths/math.vector";
  35504. import { Nullable } from "babylonjs/types";
  35505. import { Scene } from "babylonjs/scene";
  35506. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35507. /**
  35508. * Interface used to define options for Sound class
  35509. */
  35510. export interface ISoundOptions {
  35511. /**
  35512. * Does the sound autoplay once loaded.
  35513. */
  35514. autoplay?: boolean;
  35515. /**
  35516. * Does the sound loop after it finishes playing once.
  35517. */
  35518. loop?: boolean;
  35519. /**
  35520. * Sound's volume
  35521. */
  35522. volume?: number;
  35523. /**
  35524. * Is it a spatial sound?
  35525. */
  35526. spatialSound?: boolean;
  35527. /**
  35528. * Maximum distance to hear that sound
  35529. */
  35530. maxDistance?: number;
  35531. /**
  35532. * Uses user defined attenuation function
  35533. */
  35534. useCustomAttenuation?: boolean;
  35535. /**
  35536. * Define the roll off factor of spatial sounds.
  35537. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35538. */
  35539. rolloffFactor?: number;
  35540. /**
  35541. * Define the reference distance the sound should be heard perfectly.
  35542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35543. */
  35544. refDistance?: number;
  35545. /**
  35546. * Define the distance attenuation model the sound will follow.
  35547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35548. */
  35549. distanceModel?: string;
  35550. /**
  35551. * Defines the playback speed (1 by default)
  35552. */
  35553. playbackRate?: number;
  35554. /**
  35555. * Defines if the sound is from a streaming source
  35556. */
  35557. streaming?: boolean;
  35558. /**
  35559. * Defines an optional length (in seconds) inside the sound file
  35560. */
  35561. length?: number;
  35562. /**
  35563. * Defines an optional offset (in seconds) inside the sound file
  35564. */
  35565. offset?: number;
  35566. /**
  35567. * If true, URLs will not be required to state the audio file codec to use.
  35568. */
  35569. skipCodecCheck?: boolean;
  35570. }
  35571. /**
  35572. * Defines a sound that can be played in the application.
  35573. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35574. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35575. */
  35576. export class Sound {
  35577. /**
  35578. * The name of the sound in the scene.
  35579. */
  35580. name: string;
  35581. /**
  35582. * Does the sound autoplay once loaded.
  35583. */
  35584. autoplay: boolean;
  35585. /**
  35586. * Does the sound loop after it finishes playing once.
  35587. */
  35588. loop: boolean;
  35589. /**
  35590. * Does the sound use a custom attenuation curve to simulate the falloff
  35591. * happening when the source gets further away from the camera.
  35592. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35593. */
  35594. useCustomAttenuation: boolean;
  35595. /**
  35596. * The sound track id this sound belongs to.
  35597. */
  35598. soundTrackId: number;
  35599. /**
  35600. * Is this sound currently played.
  35601. */
  35602. isPlaying: boolean;
  35603. /**
  35604. * Is this sound currently paused.
  35605. */
  35606. isPaused: boolean;
  35607. /**
  35608. * Does this sound enables spatial sound.
  35609. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35610. */
  35611. spatialSound: boolean;
  35612. /**
  35613. * Define the reference distance the sound should be heard perfectly.
  35614. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35615. */
  35616. refDistance: number;
  35617. /**
  35618. * Define the roll off factor of spatial sounds.
  35619. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35620. */
  35621. rolloffFactor: number;
  35622. /**
  35623. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35624. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35625. */
  35626. maxDistance: number;
  35627. /**
  35628. * Define the distance attenuation model the sound will follow.
  35629. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35630. */
  35631. distanceModel: string;
  35632. /**
  35633. * @hidden
  35634. * Back Compat
  35635. **/
  35636. onended: () => any;
  35637. /**
  35638. * Observable event when the current playing sound finishes.
  35639. */
  35640. onEndedObservable: Observable<Sound>;
  35641. private _panningModel;
  35642. private _playbackRate;
  35643. private _streaming;
  35644. private _startTime;
  35645. private _startOffset;
  35646. private _position;
  35647. /** @hidden */
  35648. _positionInEmitterSpace: boolean;
  35649. private _localDirection;
  35650. private _volume;
  35651. private _isReadyToPlay;
  35652. private _isDirectional;
  35653. private _readyToPlayCallback;
  35654. private _audioBuffer;
  35655. private _soundSource;
  35656. private _streamingSource;
  35657. private _soundPanner;
  35658. private _soundGain;
  35659. private _inputAudioNode;
  35660. private _outputAudioNode;
  35661. private _coneInnerAngle;
  35662. private _coneOuterAngle;
  35663. private _coneOuterGain;
  35664. private _scene;
  35665. private _connectedTransformNode;
  35666. private _customAttenuationFunction;
  35667. private _registerFunc;
  35668. private _isOutputConnected;
  35669. private _htmlAudioElement;
  35670. private _urlType;
  35671. private _length?;
  35672. private _offset?;
  35673. /** @hidden */
  35674. static _SceneComponentInitialization: (scene: Scene) => void;
  35675. /**
  35676. * Create a sound and attach it to a scene
  35677. * @param name Name of your sound
  35678. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35679. * @param scene defines the scene the sound belongs to
  35680. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35681. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35682. */
  35683. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35684. /**
  35685. * Release the sound and its associated resources
  35686. */
  35687. dispose(): void;
  35688. /**
  35689. * Gets if the sounds is ready to be played or not.
  35690. * @returns true if ready, otherwise false
  35691. */
  35692. isReady(): boolean;
  35693. private _soundLoaded;
  35694. /**
  35695. * Sets the data of the sound from an audiobuffer
  35696. * @param audioBuffer The audioBuffer containing the data
  35697. */
  35698. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35699. /**
  35700. * Updates the current sounds options such as maxdistance, loop...
  35701. * @param options A JSON object containing values named as the object properties
  35702. */
  35703. updateOptions(options: ISoundOptions): void;
  35704. private _createSpatialParameters;
  35705. private _updateSpatialParameters;
  35706. /**
  35707. * Switch the panning model to HRTF:
  35708. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35710. */
  35711. switchPanningModelToHRTF(): void;
  35712. /**
  35713. * Switch the panning model to Equal Power:
  35714. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35715. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35716. */
  35717. switchPanningModelToEqualPower(): void;
  35718. private _switchPanningModel;
  35719. /**
  35720. * Connect this sound to a sound track audio node like gain...
  35721. * @param soundTrackAudioNode the sound track audio node to connect to
  35722. */
  35723. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35724. /**
  35725. * Transform this sound into a directional source
  35726. * @param coneInnerAngle Size of the inner cone in degree
  35727. * @param coneOuterAngle Size of the outer cone in degree
  35728. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35729. */
  35730. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35731. /**
  35732. * Gets or sets the inner angle for the directional cone.
  35733. */
  35734. /**
  35735. * Gets or sets the inner angle for the directional cone.
  35736. */
  35737. directionalConeInnerAngle: number;
  35738. /**
  35739. * Gets or sets the outer angle for the directional cone.
  35740. */
  35741. /**
  35742. * Gets or sets the outer angle for the directional cone.
  35743. */
  35744. directionalConeOuterAngle: number;
  35745. /**
  35746. * Sets the position of the emitter if spatial sound is enabled
  35747. * @param newPosition Defines the new posisiton
  35748. */
  35749. setPosition(newPosition: Vector3): void;
  35750. /**
  35751. * Sets the local direction of the emitter if spatial sound is enabled
  35752. * @param newLocalDirection Defines the new local direction
  35753. */
  35754. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35755. private _updateDirection;
  35756. /** @hidden */
  35757. updateDistanceFromListener(): void;
  35758. /**
  35759. * Sets a new custom attenuation function for the sound.
  35760. * @param callback Defines the function used for the attenuation
  35761. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35762. */
  35763. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35764. /**
  35765. * Play the sound
  35766. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35767. * @param offset (optional) Start the sound at a specific time in seconds
  35768. * @param length (optional) Sound duration (in seconds)
  35769. */
  35770. play(time?: number, offset?: number, length?: number): void;
  35771. private _onended;
  35772. /**
  35773. * Stop the sound
  35774. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35775. */
  35776. stop(time?: number): void;
  35777. /**
  35778. * Put the sound in pause
  35779. */
  35780. pause(): void;
  35781. /**
  35782. * Sets a dedicated volume for this sounds
  35783. * @param newVolume Define the new volume of the sound
  35784. * @param time Define time for gradual change to new volume
  35785. */
  35786. setVolume(newVolume: number, time?: number): void;
  35787. /**
  35788. * Set the sound play back rate
  35789. * @param newPlaybackRate Define the playback rate the sound should be played at
  35790. */
  35791. setPlaybackRate(newPlaybackRate: number): void;
  35792. /**
  35793. * Gets the volume of the sound.
  35794. * @returns the volume of the sound
  35795. */
  35796. getVolume(): number;
  35797. /**
  35798. * Attach the sound to a dedicated mesh
  35799. * @param transformNode The transform node to connect the sound with
  35800. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35801. */
  35802. attachToMesh(transformNode: TransformNode): void;
  35803. /**
  35804. * Detach the sound from the previously attached mesh
  35805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35806. */
  35807. detachFromMesh(): void;
  35808. private _onRegisterAfterWorldMatrixUpdate;
  35809. /**
  35810. * Clone the current sound in the scene.
  35811. * @returns the new sound clone
  35812. */
  35813. clone(): Nullable<Sound>;
  35814. /**
  35815. * Gets the current underlying audio buffer containing the data
  35816. * @returns the audio buffer
  35817. */
  35818. getAudioBuffer(): Nullable<AudioBuffer>;
  35819. /**
  35820. * Serializes the Sound in a JSON representation
  35821. * @returns the JSON representation of the sound
  35822. */
  35823. serialize(): any;
  35824. /**
  35825. * Parse a JSON representation of a sound to innstantiate in a given scene
  35826. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35827. * @param scene Define the scene the new parsed sound should be created in
  35828. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35829. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35830. * @returns the newly parsed sound
  35831. */
  35832. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35833. }
  35834. }
  35835. declare module "babylonjs/Actions/directAudioActions" {
  35836. import { Action } from "babylonjs/Actions/action";
  35837. import { Condition } from "babylonjs/Actions/condition";
  35838. import { Sound } from "babylonjs/Audio/sound";
  35839. /**
  35840. * This defines an action helpful to play a defined sound on a triggered action.
  35841. */
  35842. export class PlaySoundAction extends Action {
  35843. private _sound;
  35844. /**
  35845. * Instantiate the action
  35846. * @param triggerOptions defines the trigger options
  35847. * @param sound defines the sound to play
  35848. * @param condition defines the trigger related conditions
  35849. */
  35850. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35851. /** @hidden */
  35852. _prepare(): void;
  35853. /**
  35854. * Execute the action and play the sound.
  35855. */
  35856. execute(): void;
  35857. /**
  35858. * Serializes the actions and its related information.
  35859. * @param parent defines the object to serialize in
  35860. * @returns the serialized object
  35861. */
  35862. serialize(parent: any): any;
  35863. }
  35864. /**
  35865. * This defines an action helpful to stop a defined sound on a triggered action.
  35866. */
  35867. export class StopSoundAction extends Action {
  35868. private _sound;
  35869. /**
  35870. * Instantiate the action
  35871. * @param triggerOptions defines the trigger options
  35872. * @param sound defines the sound to stop
  35873. * @param condition defines the trigger related conditions
  35874. */
  35875. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35876. /** @hidden */
  35877. _prepare(): void;
  35878. /**
  35879. * Execute the action and stop the sound.
  35880. */
  35881. execute(): void;
  35882. /**
  35883. * Serializes the actions and its related information.
  35884. * @param parent defines the object to serialize in
  35885. * @returns the serialized object
  35886. */
  35887. serialize(parent: any): any;
  35888. }
  35889. }
  35890. declare module "babylonjs/Actions/interpolateValueAction" {
  35891. import { Action } from "babylonjs/Actions/action";
  35892. import { Condition } from "babylonjs/Actions/condition";
  35893. import { Observable } from "babylonjs/Misc/observable";
  35894. /**
  35895. * This defines an action responsible to change the value of a property
  35896. * by interpolating between its current value and the newly set one once triggered.
  35897. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35898. */
  35899. export class InterpolateValueAction extends Action {
  35900. /**
  35901. * Defines the path of the property where the value should be interpolated
  35902. */
  35903. propertyPath: string;
  35904. /**
  35905. * Defines the target value at the end of the interpolation.
  35906. */
  35907. value: any;
  35908. /**
  35909. * Defines the time it will take for the property to interpolate to the value.
  35910. */
  35911. duration: number;
  35912. /**
  35913. * Defines if the other scene animations should be stopped when the action has been triggered
  35914. */
  35915. stopOtherAnimations?: boolean;
  35916. /**
  35917. * Defines a callback raised once the interpolation animation has been done.
  35918. */
  35919. onInterpolationDone?: () => void;
  35920. /**
  35921. * Observable triggered once the interpolation animation has been done.
  35922. */
  35923. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35924. private _target;
  35925. private _effectiveTarget;
  35926. private _property;
  35927. /**
  35928. * Instantiate the action
  35929. * @param triggerOptions defines the trigger options
  35930. * @param target defines the object containing the value to interpolate
  35931. * @param propertyPath defines the path to the property in the target object
  35932. * @param value defines the target value at the end of the interpolation
  35933. * @param duration deines the time it will take for the property to interpolate to the value.
  35934. * @param condition defines the trigger related conditions
  35935. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35936. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35937. */
  35938. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35939. /** @hidden */
  35940. _prepare(): void;
  35941. /**
  35942. * Execute the action starts the value interpolation.
  35943. */
  35944. execute(): void;
  35945. /**
  35946. * Serializes the actions and its related information.
  35947. * @param parent defines the object to serialize in
  35948. * @returns the serialized object
  35949. */
  35950. serialize(parent: any): any;
  35951. }
  35952. }
  35953. declare module "babylonjs/Actions/index" {
  35954. export * from "babylonjs/Actions/action";
  35955. export * from "babylonjs/Actions/actionEvent";
  35956. export * from "babylonjs/Actions/actionManager";
  35957. export * from "babylonjs/Actions/condition";
  35958. export * from "babylonjs/Actions/directActions";
  35959. export * from "babylonjs/Actions/directAudioActions";
  35960. export * from "babylonjs/Actions/interpolateValueAction";
  35961. }
  35962. declare module "babylonjs/Animations/index" {
  35963. export * from "babylonjs/Animations/animatable";
  35964. export * from "babylonjs/Animations/animation";
  35965. export * from "babylonjs/Animations/animationGroup";
  35966. export * from "babylonjs/Animations/animationPropertiesOverride";
  35967. export * from "babylonjs/Animations/easing";
  35968. export * from "babylonjs/Animations/runtimeAnimation";
  35969. export * from "babylonjs/Animations/animationEvent";
  35970. export * from "babylonjs/Animations/animationGroup";
  35971. export * from "babylonjs/Animations/animationKey";
  35972. export * from "babylonjs/Animations/animationRange";
  35973. export * from "babylonjs/Animations/animatable.interface";
  35974. }
  35975. declare module "babylonjs/Audio/soundTrack" {
  35976. import { Sound } from "babylonjs/Audio/sound";
  35977. import { Analyser } from "babylonjs/Audio/analyser";
  35978. import { Scene } from "babylonjs/scene";
  35979. /**
  35980. * Options allowed during the creation of a sound track.
  35981. */
  35982. export interface ISoundTrackOptions {
  35983. /**
  35984. * The volume the sound track should take during creation
  35985. */
  35986. volume?: number;
  35987. /**
  35988. * Define if the sound track is the main sound track of the scene
  35989. */
  35990. mainTrack?: boolean;
  35991. }
  35992. /**
  35993. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35994. * It will be also used in a future release to apply effects on a specific track.
  35995. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35996. */
  35997. export class SoundTrack {
  35998. /**
  35999. * The unique identifier of the sound track in the scene.
  36000. */
  36001. id: number;
  36002. /**
  36003. * The list of sounds included in the sound track.
  36004. */
  36005. soundCollection: Array<Sound>;
  36006. private _outputAudioNode;
  36007. private _scene;
  36008. private _isMainTrack;
  36009. private _connectedAnalyser;
  36010. private _options;
  36011. private _isInitialized;
  36012. /**
  36013. * Creates a new sound track.
  36014. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36015. * @param scene Define the scene the sound track belongs to
  36016. * @param options
  36017. */
  36018. constructor(scene: Scene, options?: ISoundTrackOptions);
  36019. private _initializeSoundTrackAudioGraph;
  36020. /**
  36021. * Release the sound track and its associated resources
  36022. */
  36023. dispose(): void;
  36024. /**
  36025. * Adds a sound to this sound track
  36026. * @param sound define the cound to add
  36027. * @ignoreNaming
  36028. */
  36029. AddSound(sound: Sound): void;
  36030. /**
  36031. * Removes a sound to this sound track
  36032. * @param sound define the cound to remove
  36033. * @ignoreNaming
  36034. */
  36035. RemoveSound(sound: Sound): void;
  36036. /**
  36037. * Set a global volume for the full sound track.
  36038. * @param newVolume Define the new volume of the sound track
  36039. */
  36040. setVolume(newVolume: number): void;
  36041. /**
  36042. * Switch the panning model to HRTF:
  36043. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36044. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36045. */
  36046. switchPanningModelToHRTF(): void;
  36047. /**
  36048. * Switch the panning model to Equal Power:
  36049. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36050. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36051. */
  36052. switchPanningModelToEqualPower(): void;
  36053. /**
  36054. * Connect the sound track to an audio analyser allowing some amazing
  36055. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36057. * @param analyser The analyser to connect to the engine
  36058. */
  36059. connectToAnalyser(analyser: Analyser): void;
  36060. }
  36061. }
  36062. declare module "babylonjs/Audio/audioSceneComponent" {
  36063. import { Sound } from "babylonjs/Audio/sound";
  36064. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36065. import { Nullable } from "babylonjs/types";
  36066. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36067. import { Scene } from "babylonjs/scene";
  36068. import { AbstractScene } from "babylonjs/abstractScene";
  36069. module "babylonjs/abstractScene" {
  36070. interface AbstractScene {
  36071. /**
  36072. * The list of sounds used in the scene.
  36073. */
  36074. sounds: Nullable<Array<Sound>>;
  36075. }
  36076. }
  36077. module "babylonjs/scene" {
  36078. interface Scene {
  36079. /**
  36080. * @hidden
  36081. * Backing field
  36082. */
  36083. _mainSoundTrack: SoundTrack;
  36084. /**
  36085. * The main sound track played by the scene.
  36086. * It cotains your primary collection of sounds.
  36087. */
  36088. mainSoundTrack: SoundTrack;
  36089. /**
  36090. * The list of sound tracks added to the scene
  36091. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36092. */
  36093. soundTracks: Nullable<Array<SoundTrack>>;
  36094. /**
  36095. * Gets a sound using a given name
  36096. * @param name defines the name to search for
  36097. * @return the found sound or null if not found at all.
  36098. */
  36099. getSoundByName(name: string): Nullable<Sound>;
  36100. /**
  36101. * Gets or sets if audio support is enabled
  36102. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36103. */
  36104. audioEnabled: boolean;
  36105. /**
  36106. * Gets or sets if audio will be output to headphones
  36107. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36108. */
  36109. headphone: boolean;
  36110. }
  36111. }
  36112. /**
  36113. * Defines the sound scene component responsible to manage any sounds
  36114. * in a given scene.
  36115. */
  36116. export class AudioSceneComponent implements ISceneSerializableComponent {
  36117. /**
  36118. * The component name helpfull to identify the component in the list of scene components.
  36119. */
  36120. readonly name: string;
  36121. /**
  36122. * The scene the component belongs to.
  36123. */
  36124. scene: Scene;
  36125. private _audioEnabled;
  36126. /**
  36127. * Gets whether audio is enabled or not.
  36128. * Please use related enable/disable method to switch state.
  36129. */
  36130. readonly audioEnabled: boolean;
  36131. private _headphone;
  36132. /**
  36133. * Gets whether audio is outputing to headphone or not.
  36134. * Please use the according Switch methods to change output.
  36135. */
  36136. readonly headphone: boolean;
  36137. /**
  36138. * Creates a new instance of the component for the given scene
  36139. * @param scene Defines the scene to register the component in
  36140. */
  36141. constructor(scene: Scene);
  36142. /**
  36143. * Registers the component in a given scene
  36144. */
  36145. register(): void;
  36146. /**
  36147. * Rebuilds the elements related to this component in case of
  36148. * context lost for instance.
  36149. */
  36150. rebuild(): void;
  36151. /**
  36152. * Serializes the component data to the specified json object
  36153. * @param serializationObject The object to serialize to
  36154. */
  36155. serialize(serializationObject: any): void;
  36156. /**
  36157. * Adds all the elements from the container to the scene
  36158. * @param container the container holding the elements
  36159. */
  36160. addFromContainer(container: AbstractScene): void;
  36161. /**
  36162. * Removes all the elements in the container from the scene
  36163. * @param container contains the elements to remove
  36164. * @param dispose if the removed element should be disposed (default: false)
  36165. */
  36166. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36167. /**
  36168. * Disposes the component and the associated ressources.
  36169. */
  36170. dispose(): void;
  36171. /**
  36172. * Disables audio in the associated scene.
  36173. */
  36174. disableAudio(): void;
  36175. /**
  36176. * Enables audio in the associated scene.
  36177. */
  36178. enableAudio(): void;
  36179. /**
  36180. * Switch audio to headphone output.
  36181. */
  36182. switchAudioModeForHeadphones(): void;
  36183. /**
  36184. * Switch audio to normal speakers.
  36185. */
  36186. switchAudioModeForNormalSpeakers(): void;
  36187. private _afterRender;
  36188. }
  36189. }
  36190. declare module "babylonjs/Audio/weightedsound" {
  36191. import { Sound } from "babylonjs/Audio/sound";
  36192. /**
  36193. * Wraps one or more Sound objects and selects one with random weight for playback.
  36194. */
  36195. export class WeightedSound {
  36196. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36197. loop: boolean;
  36198. private _coneInnerAngle;
  36199. private _coneOuterAngle;
  36200. private _volume;
  36201. /** A Sound is currently playing. */
  36202. isPlaying: boolean;
  36203. /** A Sound is currently paused. */
  36204. isPaused: boolean;
  36205. private _sounds;
  36206. private _weights;
  36207. private _currentIndex?;
  36208. /**
  36209. * Creates a new WeightedSound from the list of sounds given.
  36210. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36211. * @param sounds Array of Sounds that will be selected from.
  36212. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36213. */
  36214. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36215. /**
  36216. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36217. */
  36218. /**
  36219. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36220. */
  36221. directionalConeInnerAngle: number;
  36222. /**
  36223. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36224. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36225. */
  36226. /**
  36227. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36228. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36229. */
  36230. directionalConeOuterAngle: number;
  36231. /**
  36232. * Playback volume.
  36233. */
  36234. /**
  36235. * Playback volume.
  36236. */
  36237. volume: number;
  36238. private _onended;
  36239. /**
  36240. * Suspend playback
  36241. */
  36242. pause(): void;
  36243. /**
  36244. * Stop playback
  36245. */
  36246. stop(): void;
  36247. /**
  36248. * Start playback.
  36249. * @param startOffset Position the clip head at a specific time in seconds.
  36250. */
  36251. play(startOffset?: number): void;
  36252. }
  36253. }
  36254. declare module "babylonjs/Audio/index" {
  36255. export * from "babylonjs/Audio/analyser";
  36256. export * from "babylonjs/Audio/audioEngine";
  36257. export * from "babylonjs/Audio/audioSceneComponent";
  36258. export * from "babylonjs/Audio/sound";
  36259. export * from "babylonjs/Audio/soundTrack";
  36260. export * from "babylonjs/Audio/weightedsound";
  36261. }
  36262. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36263. import { Behavior } from "babylonjs/Behaviors/behavior";
  36264. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36265. import { BackEase } from "babylonjs/Animations/easing";
  36266. /**
  36267. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36268. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36269. */
  36270. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36271. /**
  36272. * Gets the name of the behavior.
  36273. */
  36274. readonly name: string;
  36275. /**
  36276. * The easing function used by animations
  36277. */
  36278. static EasingFunction: BackEase;
  36279. /**
  36280. * The easing mode used by animations
  36281. */
  36282. static EasingMode: number;
  36283. /**
  36284. * The duration of the animation, in milliseconds
  36285. */
  36286. transitionDuration: number;
  36287. /**
  36288. * Length of the distance animated by the transition when lower radius is reached
  36289. */
  36290. lowerRadiusTransitionRange: number;
  36291. /**
  36292. * Length of the distance animated by the transition when upper radius is reached
  36293. */
  36294. upperRadiusTransitionRange: number;
  36295. private _autoTransitionRange;
  36296. /**
  36297. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36298. */
  36299. /**
  36300. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36301. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36302. */
  36303. autoTransitionRange: boolean;
  36304. private _attachedCamera;
  36305. private _onAfterCheckInputsObserver;
  36306. private _onMeshTargetChangedObserver;
  36307. /**
  36308. * Initializes the behavior.
  36309. */
  36310. init(): void;
  36311. /**
  36312. * Attaches the behavior to its arc rotate camera.
  36313. * @param camera Defines the camera to attach the behavior to
  36314. */
  36315. attach(camera: ArcRotateCamera): void;
  36316. /**
  36317. * Detaches the behavior from its current arc rotate camera.
  36318. */
  36319. detach(): void;
  36320. private _radiusIsAnimating;
  36321. private _radiusBounceTransition;
  36322. private _animatables;
  36323. private _cachedWheelPrecision;
  36324. /**
  36325. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36326. * @param radiusLimit The limit to check against.
  36327. * @return Bool to indicate if at limit.
  36328. */
  36329. private _isRadiusAtLimit;
  36330. /**
  36331. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36332. * @param radiusDelta The delta by which to animate to. Can be negative.
  36333. */
  36334. private _applyBoundRadiusAnimation;
  36335. /**
  36336. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36337. */
  36338. protected _clearAnimationLocks(): void;
  36339. /**
  36340. * Stops and removes all animations that have been applied to the camera
  36341. */
  36342. stopAllAnimations(): void;
  36343. }
  36344. }
  36345. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36346. import { Behavior } from "babylonjs/Behaviors/behavior";
  36347. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36348. import { ExponentialEase } from "babylonjs/Animations/easing";
  36349. import { Nullable } from "babylonjs/types";
  36350. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36351. import { Vector3 } from "babylonjs/Maths/math.vector";
  36352. /**
  36353. * 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.
  36354. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36355. */
  36356. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36357. /**
  36358. * Gets the name of the behavior.
  36359. */
  36360. readonly name: string;
  36361. private _mode;
  36362. private _radiusScale;
  36363. private _positionScale;
  36364. private _defaultElevation;
  36365. private _elevationReturnTime;
  36366. private _elevationReturnWaitTime;
  36367. private _zoomStopsAnimation;
  36368. private _framingTime;
  36369. /**
  36370. * The easing function used by animations
  36371. */
  36372. static EasingFunction: ExponentialEase;
  36373. /**
  36374. * The easing mode used by animations
  36375. */
  36376. static EasingMode: number;
  36377. /**
  36378. * Sets the current mode used by the behavior
  36379. */
  36380. /**
  36381. * Gets current mode used by the behavior.
  36382. */
  36383. mode: number;
  36384. /**
  36385. * Sets the scale applied to the radius (1 by default)
  36386. */
  36387. /**
  36388. * Gets the scale applied to the radius
  36389. */
  36390. radiusScale: number;
  36391. /**
  36392. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36393. */
  36394. /**
  36395. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36396. */
  36397. positionScale: number;
  36398. /**
  36399. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36400. * behaviour is triggered, in radians.
  36401. */
  36402. /**
  36403. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36404. * behaviour is triggered, in radians.
  36405. */
  36406. defaultElevation: number;
  36407. /**
  36408. * Sets the time (in milliseconds) taken to return to the default beta position.
  36409. * Negative value indicates camera should not return to default.
  36410. */
  36411. /**
  36412. * Gets the time (in milliseconds) taken to return to the default beta position.
  36413. * Negative value indicates camera should not return to default.
  36414. */
  36415. elevationReturnTime: number;
  36416. /**
  36417. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36418. */
  36419. /**
  36420. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36421. */
  36422. elevationReturnWaitTime: number;
  36423. /**
  36424. * Sets the flag that indicates if user zooming should stop animation.
  36425. */
  36426. /**
  36427. * Gets the flag that indicates if user zooming should stop animation.
  36428. */
  36429. zoomStopsAnimation: boolean;
  36430. /**
  36431. * Sets the transition time when framing the mesh, in milliseconds
  36432. */
  36433. /**
  36434. * Gets the transition time when framing the mesh, in milliseconds
  36435. */
  36436. framingTime: number;
  36437. /**
  36438. * Define if the behavior should automatically change the configured
  36439. * camera limits and sensibilities.
  36440. */
  36441. autoCorrectCameraLimitsAndSensibility: boolean;
  36442. private _onPrePointerObservableObserver;
  36443. private _onAfterCheckInputsObserver;
  36444. private _onMeshTargetChangedObserver;
  36445. private _attachedCamera;
  36446. private _isPointerDown;
  36447. private _lastInteractionTime;
  36448. /**
  36449. * Initializes the behavior.
  36450. */
  36451. init(): void;
  36452. /**
  36453. * Attaches the behavior to its arc rotate camera.
  36454. * @param camera Defines the camera to attach the behavior to
  36455. */
  36456. attach(camera: ArcRotateCamera): void;
  36457. /**
  36458. * Detaches the behavior from its current arc rotate camera.
  36459. */
  36460. detach(): void;
  36461. private _animatables;
  36462. private _betaIsAnimating;
  36463. private _betaTransition;
  36464. private _radiusTransition;
  36465. private _vectorTransition;
  36466. /**
  36467. * Targets the given mesh and updates zoom level accordingly.
  36468. * @param mesh The mesh to target.
  36469. * @param radius Optional. If a cached radius position already exists, overrides default.
  36470. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36471. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36472. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36473. */
  36474. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36475. /**
  36476. * Targets the given mesh with its children and updates zoom level accordingly.
  36477. * @param mesh The mesh to target.
  36478. * @param radius Optional. If a cached radius position already exists, overrides default.
  36479. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36480. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36481. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36482. */
  36483. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36484. /**
  36485. * Targets the given meshes with their children and updates zoom level accordingly.
  36486. * @param meshes The mesh to target.
  36487. * @param radius Optional. If a cached radius position already exists, overrides default.
  36488. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36489. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36490. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36491. */
  36492. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36493. /**
  36494. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36495. * @param minimumWorld Determines the smaller position of the bounding box extend
  36496. * @param maximumWorld Determines the bigger position of the bounding box extend
  36497. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36498. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36499. */
  36500. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36501. /**
  36502. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36503. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36504. * frustum width.
  36505. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36506. * to fully enclose the mesh in the viewing frustum.
  36507. */
  36508. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36509. /**
  36510. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36511. * is automatically returned to its default position (expected to be above ground plane).
  36512. */
  36513. private _maintainCameraAboveGround;
  36514. /**
  36515. * Returns the frustum slope based on the canvas ratio and camera FOV
  36516. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36517. */
  36518. private _getFrustumSlope;
  36519. /**
  36520. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36521. */
  36522. private _clearAnimationLocks;
  36523. /**
  36524. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36525. */
  36526. private _applyUserInteraction;
  36527. /**
  36528. * Stops and removes all animations that have been applied to the camera
  36529. */
  36530. stopAllAnimations(): void;
  36531. /**
  36532. * Gets a value indicating if the user is moving the camera
  36533. */
  36534. readonly isUserIsMoving: boolean;
  36535. /**
  36536. * The camera can move all the way towards the mesh.
  36537. */
  36538. static IgnoreBoundsSizeMode: number;
  36539. /**
  36540. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36541. */
  36542. static FitFrustumSidesMode: number;
  36543. }
  36544. }
  36545. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36546. import { Nullable } from "babylonjs/types";
  36547. import { Camera } from "babylonjs/Cameras/camera";
  36548. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36549. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36550. /**
  36551. * Base class for Camera Pointer Inputs.
  36552. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36553. * for example usage.
  36554. */
  36555. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36556. /**
  36557. * Defines the camera the input is attached to.
  36558. */
  36559. abstract camera: Camera;
  36560. /**
  36561. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36562. */
  36563. protected _altKey: boolean;
  36564. protected _ctrlKey: boolean;
  36565. protected _metaKey: boolean;
  36566. protected _shiftKey: boolean;
  36567. /**
  36568. * Which mouse buttons were pressed at time of last mouse event.
  36569. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36570. */
  36571. protected _buttonsPressed: number;
  36572. /**
  36573. * Defines the buttons associated with the input to handle camera move.
  36574. */
  36575. buttons: number[];
  36576. /**
  36577. * Attach the input controls to a specific dom element to get the input from.
  36578. * @param element Defines the element the controls should be listened from
  36579. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36580. */
  36581. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36582. /**
  36583. * Detach the current controls from the specified dom element.
  36584. * @param element Defines the element to stop listening the inputs from
  36585. */
  36586. detachControl(element: Nullable<HTMLElement>): void;
  36587. /**
  36588. * Gets the class name of the current input.
  36589. * @returns the class name
  36590. */
  36591. getClassName(): string;
  36592. /**
  36593. * Get the friendly name associated with the input class.
  36594. * @returns the input friendly name
  36595. */
  36596. getSimpleName(): string;
  36597. /**
  36598. * Called on pointer POINTERDOUBLETAP event.
  36599. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36600. */
  36601. protected onDoubleTap(type: string): void;
  36602. /**
  36603. * Called on pointer POINTERMOVE event if only a single touch is active.
  36604. * Override this method to provide functionality.
  36605. */
  36606. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36607. /**
  36608. * Called on pointer POINTERMOVE event if multiple touches are active.
  36609. * Override this method to provide functionality.
  36610. */
  36611. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36612. /**
  36613. * Called on JS contextmenu event.
  36614. * Override this method to provide functionality.
  36615. */
  36616. protected onContextMenu(evt: PointerEvent): void;
  36617. /**
  36618. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36619. * press.
  36620. * Override this method to provide functionality.
  36621. */
  36622. protected onButtonDown(evt: PointerEvent): void;
  36623. /**
  36624. * Called each time a new POINTERUP event occurs. Ie, for each button
  36625. * release.
  36626. * Override this method to provide functionality.
  36627. */
  36628. protected onButtonUp(evt: PointerEvent): void;
  36629. /**
  36630. * Called when window becomes inactive.
  36631. * Override this method to provide functionality.
  36632. */
  36633. protected onLostFocus(): void;
  36634. private _pointerInput;
  36635. private _observer;
  36636. private _onLostFocus;
  36637. private pointA;
  36638. private pointB;
  36639. }
  36640. }
  36641. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36642. import { Nullable } from "babylonjs/types";
  36643. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36644. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36645. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36646. /**
  36647. * Manage the pointers inputs to control an arc rotate camera.
  36648. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36649. */
  36650. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36651. /**
  36652. * Defines the camera the input is attached to.
  36653. */
  36654. camera: ArcRotateCamera;
  36655. /**
  36656. * Gets the class name of the current input.
  36657. * @returns the class name
  36658. */
  36659. getClassName(): string;
  36660. /**
  36661. * Defines the buttons associated with the input to handle camera move.
  36662. */
  36663. buttons: number[];
  36664. /**
  36665. * Defines the pointer angular sensibility along the X axis or how fast is
  36666. * the camera rotating.
  36667. */
  36668. angularSensibilityX: number;
  36669. /**
  36670. * Defines the pointer angular sensibility along the Y axis or how fast is
  36671. * the camera rotating.
  36672. */
  36673. angularSensibilityY: number;
  36674. /**
  36675. * Defines the pointer pinch precision or how fast is the camera zooming.
  36676. */
  36677. pinchPrecision: number;
  36678. /**
  36679. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36680. * from 0.
  36681. * It defines the percentage of current camera.radius to use as delta when
  36682. * pinch zoom is used.
  36683. */
  36684. pinchDeltaPercentage: number;
  36685. /**
  36686. * Defines the pointer panning sensibility or how fast is the camera moving.
  36687. */
  36688. panningSensibility: number;
  36689. /**
  36690. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36691. */
  36692. multiTouchPanning: boolean;
  36693. /**
  36694. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36695. * zoom (pinch) through multitouch.
  36696. */
  36697. multiTouchPanAndZoom: boolean;
  36698. /**
  36699. * Revers pinch action direction.
  36700. */
  36701. pinchInwards: boolean;
  36702. private _isPanClick;
  36703. private _twoFingerActivityCount;
  36704. private _isPinching;
  36705. /**
  36706. * Called on pointer POINTERMOVE event if only a single touch is active.
  36707. */
  36708. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36709. /**
  36710. * Called on pointer POINTERDOUBLETAP event.
  36711. */
  36712. protected onDoubleTap(type: string): void;
  36713. /**
  36714. * Called on pointer POINTERMOVE event if multiple touches are active.
  36715. */
  36716. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36717. /**
  36718. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36719. * press.
  36720. */
  36721. protected onButtonDown(evt: PointerEvent): void;
  36722. /**
  36723. * Called each time a new POINTERUP event occurs. Ie, for each button
  36724. * release.
  36725. */
  36726. protected onButtonUp(evt: PointerEvent): void;
  36727. /**
  36728. * Called when window becomes inactive.
  36729. */
  36730. protected onLostFocus(): void;
  36731. }
  36732. }
  36733. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36734. import { Nullable } from "babylonjs/types";
  36735. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36736. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36737. /**
  36738. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36739. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36740. */
  36741. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36742. /**
  36743. * Defines the camera the input is attached to.
  36744. */
  36745. camera: ArcRotateCamera;
  36746. /**
  36747. * Defines the list of key codes associated with the up action (increase alpha)
  36748. */
  36749. keysUp: number[];
  36750. /**
  36751. * Defines the list of key codes associated with the down action (decrease alpha)
  36752. */
  36753. keysDown: number[];
  36754. /**
  36755. * Defines the list of key codes associated with the left action (increase beta)
  36756. */
  36757. keysLeft: number[];
  36758. /**
  36759. * Defines the list of key codes associated with the right action (decrease beta)
  36760. */
  36761. keysRight: number[];
  36762. /**
  36763. * Defines the list of key codes associated with the reset action.
  36764. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36765. */
  36766. keysReset: number[];
  36767. /**
  36768. * Defines the panning sensibility of the inputs.
  36769. * (How fast is the camera paning)
  36770. */
  36771. panningSensibility: number;
  36772. /**
  36773. * Defines the zooming sensibility of the inputs.
  36774. * (How fast is the camera zooming)
  36775. */
  36776. zoomingSensibility: number;
  36777. /**
  36778. * Defines wether maintaining the alt key down switch the movement mode from
  36779. * orientation to zoom.
  36780. */
  36781. useAltToZoom: boolean;
  36782. /**
  36783. * Rotation speed of the camera
  36784. */
  36785. angularSpeed: number;
  36786. private _keys;
  36787. private _ctrlPressed;
  36788. private _altPressed;
  36789. private _onCanvasBlurObserver;
  36790. private _onKeyboardObserver;
  36791. private _engine;
  36792. private _scene;
  36793. /**
  36794. * Attach the input controls to a specific dom element to get the input from.
  36795. * @param element Defines the element the controls should be listened from
  36796. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36797. */
  36798. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36799. /**
  36800. * Detach the current controls from the specified dom element.
  36801. * @param element Defines the element to stop listening the inputs from
  36802. */
  36803. detachControl(element: Nullable<HTMLElement>): void;
  36804. /**
  36805. * Update the current camera state depending on the inputs that have been used this frame.
  36806. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36807. */
  36808. checkInputs(): void;
  36809. /**
  36810. * Gets the class name of the current intput.
  36811. * @returns the class name
  36812. */
  36813. getClassName(): string;
  36814. /**
  36815. * Get the friendly name associated with the input class.
  36816. * @returns the input friendly name
  36817. */
  36818. getSimpleName(): string;
  36819. }
  36820. }
  36821. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36822. import { Nullable } from "babylonjs/types";
  36823. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36824. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36825. /**
  36826. * Manage the mouse wheel inputs to control an arc rotate camera.
  36827. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36828. */
  36829. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36830. /**
  36831. * Defines the camera the input is attached to.
  36832. */
  36833. camera: ArcRotateCamera;
  36834. /**
  36835. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36836. */
  36837. wheelPrecision: number;
  36838. /**
  36839. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36840. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36841. */
  36842. wheelDeltaPercentage: number;
  36843. private _wheel;
  36844. private _observer;
  36845. private computeDeltaFromMouseWheelLegacyEvent;
  36846. /**
  36847. * Attach the input controls to a specific dom element to get the input from.
  36848. * @param element Defines the element the controls should be listened from
  36849. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36850. */
  36851. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36852. /**
  36853. * Detach the current controls from the specified dom element.
  36854. * @param element Defines the element to stop listening the inputs from
  36855. */
  36856. detachControl(element: Nullable<HTMLElement>): void;
  36857. /**
  36858. * Gets the class name of the current intput.
  36859. * @returns the class name
  36860. */
  36861. getClassName(): string;
  36862. /**
  36863. * Get the friendly name associated with the input class.
  36864. * @returns the input friendly name
  36865. */
  36866. getSimpleName(): string;
  36867. }
  36868. }
  36869. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36870. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36871. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36872. /**
  36873. * Default Inputs manager for the ArcRotateCamera.
  36874. * It groups all the default supported inputs for ease of use.
  36875. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36876. */
  36877. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36878. /**
  36879. * Instantiates a new ArcRotateCameraInputsManager.
  36880. * @param camera Defines the camera the inputs belong to
  36881. */
  36882. constructor(camera: ArcRotateCamera);
  36883. /**
  36884. * Add mouse wheel input support to the input manager.
  36885. * @returns the current input manager
  36886. */
  36887. addMouseWheel(): ArcRotateCameraInputsManager;
  36888. /**
  36889. * Add pointers input support to the input manager.
  36890. * @returns the current input manager
  36891. */
  36892. addPointers(): ArcRotateCameraInputsManager;
  36893. /**
  36894. * Add keyboard input support to the input manager.
  36895. * @returns the current input manager
  36896. */
  36897. addKeyboard(): ArcRotateCameraInputsManager;
  36898. }
  36899. }
  36900. declare module "babylonjs/Cameras/arcRotateCamera" {
  36901. import { Observable } from "babylonjs/Misc/observable";
  36902. import { Nullable } from "babylonjs/types";
  36903. import { Scene } from "babylonjs/scene";
  36904. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36906. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36907. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36908. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36909. import { Camera } from "babylonjs/Cameras/camera";
  36910. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36911. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36912. import { Collider } from "babylonjs/Collisions/collider";
  36913. /**
  36914. * This represents an orbital type of camera.
  36915. *
  36916. * 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.
  36917. * 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.
  36918. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36919. */
  36920. export class ArcRotateCamera extends TargetCamera {
  36921. /**
  36922. * Defines the rotation angle of the camera along the longitudinal axis.
  36923. */
  36924. alpha: number;
  36925. /**
  36926. * Defines the rotation angle of the camera along the latitudinal axis.
  36927. */
  36928. beta: number;
  36929. /**
  36930. * Defines the radius of the camera from it s target point.
  36931. */
  36932. radius: number;
  36933. protected _target: Vector3;
  36934. protected _targetHost: Nullable<AbstractMesh>;
  36935. /**
  36936. * Defines the target point of the camera.
  36937. * The camera looks towards it form the radius distance.
  36938. */
  36939. target: Vector3;
  36940. /**
  36941. * Define the current local position of the camera in the scene
  36942. */
  36943. position: Vector3;
  36944. protected _upVector: Vector3;
  36945. protected _upToYMatrix: Matrix;
  36946. protected _YToUpMatrix: Matrix;
  36947. /**
  36948. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36949. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36950. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36951. */
  36952. upVector: Vector3;
  36953. /**
  36954. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36955. */
  36956. setMatUp(): void;
  36957. /**
  36958. * Current inertia value on the longitudinal axis.
  36959. * The bigger this number the longer it will take for the camera to stop.
  36960. */
  36961. inertialAlphaOffset: number;
  36962. /**
  36963. * Current inertia value on the latitudinal axis.
  36964. * The bigger this number the longer it will take for the camera to stop.
  36965. */
  36966. inertialBetaOffset: number;
  36967. /**
  36968. * Current inertia value on the radius axis.
  36969. * The bigger this number the longer it will take for the camera to stop.
  36970. */
  36971. inertialRadiusOffset: number;
  36972. /**
  36973. * Minimum allowed angle on the longitudinal axis.
  36974. * This can help limiting how the Camera is able to move in the scene.
  36975. */
  36976. lowerAlphaLimit: Nullable<number>;
  36977. /**
  36978. * Maximum allowed angle on the longitudinal axis.
  36979. * This can help limiting how the Camera is able to move in the scene.
  36980. */
  36981. upperAlphaLimit: Nullable<number>;
  36982. /**
  36983. * Minimum allowed angle on the latitudinal axis.
  36984. * This can help limiting how the Camera is able to move in the scene.
  36985. */
  36986. lowerBetaLimit: number;
  36987. /**
  36988. * Maximum allowed angle on the latitudinal axis.
  36989. * This can help limiting how the Camera is able to move in the scene.
  36990. */
  36991. upperBetaLimit: number;
  36992. /**
  36993. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36994. * This can help limiting how the Camera is able to move in the scene.
  36995. */
  36996. lowerRadiusLimit: Nullable<number>;
  36997. /**
  36998. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36999. * This can help limiting how the Camera is able to move in the scene.
  37000. */
  37001. upperRadiusLimit: Nullable<number>;
  37002. /**
  37003. * Defines the current inertia value used during panning of the camera along the X axis.
  37004. */
  37005. inertialPanningX: number;
  37006. /**
  37007. * Defines the current inertia value used during panning of the camera along the Y axis.
  37008. */
  37009. inertialPanningY: number;
  37010. /**
  37011. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37012. * Basically if your fingers moves away from more than this distance you will be considered
  37013. * in pinch mode.
  37014. */
  37015. pinchToPanMaxDistance: number;
  37016. /**
  37017. * Defines the maximum distance the camera can pan.
  37018. * This could help keeping the cammera always in your scene.
  37019. */
  37020. panningDistanceLimit: Nullable<number>;
  37021. /**
  37022. * Defines the target of the camera before paning.
  37023. */
  37024. panningOriginTarget: Vector3;
  37025. /**
  37026. * Defines the value of the inertia used during panning.
  37027. * 0 would mean stop inertia and one would mean no decelleration at all.
  37028. */
  37029. panningInertia: number;
  37030. /**
  37031. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37032. */
  37033. angularSensibilityX: number;
  37034. /**
  37035. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37036. */
  37037. angularSensibilityY: number;
  37038. /**
  37039. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37040. */
  37041. pinchPrecision: number;
  37042. /**
  37043. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37044. * It will be used instead of pinchDeltaPrecision if different from 0.
  37045. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37046. */
  37047. pinchDeltaPercentage: number;
  37048. /**
  37049. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37050. */
  37051. panningSensibility: number;
  37052. /**
  37053. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37054. */
  37055. keysUp: number[];
  37056. /**
  37057. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37058. */
  37059. keysDown: number[];
  37060. /**
  37061. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37062. */
  37063. keysLeft: number[];
  37064. /**
  37065. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37066. */
  37067. keysRight: number[];
  37068. /**
  37069. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37070. */
  37071. wheelPrecision: number;
  37072. /**
  37073. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37074. * It will be used instead of pinchDeltaPrecision if different from 0.
  37075. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37076. */
  37077. wheelDeltaPercentage: number;
  37078. /**
  37079. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37080. */
  37081. zoomOnFactor: number;
  37082. /**
  37083. * Defines a screen offset for the camera position.
  37084. */
  37085. targetScreenOffset: Vector2;
  37086. /**
  37087. * Allows the camera to be completely reversed.
  37088. * If false the camera can not arrive upside down.
  37089. */
  37090. allowUpsideDown: boolean;
  37091. /**
  37092. * Define if double tap/click is used to restore the previously saved state of the camera.
  37093. */
  37094. useInputToRestoreState: boolean;
  37095. /** @hidden */
  37096. _viewMatrix: Matrix;
  37097. /** @hidden */
  37098. _useCtrlForPanning: boolean;
  37099. /** @hidden */
  37100. _panningMouseButton: number;
  37101. /**
  37102. * Defines the input associated to the camera.
  37103. */
  37104. inputs: ArcRotateCameraInputsManager;
  37105. /** @hidden */
  37106. _reset: () => void;
  37107. /**
  37108. * Defines the allowed panning axis.
  37109. */
  37110. panningAxis: Vector3;
  37111. protected _localDirection: Vector3;
  37112. protected _transformedDirection: Vector3;
  37113. private _bouncingBehavior;
  37114. /**
  37115. * Gets the bouncing behavior of the camera if it has been enabled.
  37116. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37117. */
  37118. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37119. /**
  37120. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37121. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37122. */
  37123. useBouncingBehavior: boolean;
  37124. private _framingBehavior;
  37125. /**
  37126. * Gets the framing behavior of the camera if it has been enabled.
  37127. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37128. */
  37129. readonly framingBehavior: Nullable<FramingBehavior>;
  37130. /**
  37131. * Defines if the framing behavior of the camera is enabled on the camera.
  37132. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37133. */
  37134. useFramingBehavior: boolean;
  37135. private _autoRotationBehavior;
  37136. /**
  37137. * Gets the auto rotation behavior of the camera if it has been enabled.
  37138. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37139. */
  37140. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37141. /**
  37142. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37143. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37144. */
  37145. useAutoRotationBehavior: boolean;
  37146. /**
  37147. * Observable triggered when the mesh target has been changed on the camera.
  37148. */
  37149. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37150. /**
  37151. * Event raised when the camera is colliding with a mesh.
  37152. */
  37153. onCollide: (collidedMesh: AbstractMesh) => void;
  37154. /**
  37155. * Defines whether the camera should check collision with the objects oh the scene.
  37156. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37157. */
  37158. checkCollisions: boolean;
  37159. /**
  37160. * Defines the collision radius of the camera.
  37161. * This simulates a sphere around the camera.
  37162. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37163. */
  37164. collisionRadius: Vector3;
  37165. protected _collider: Collider;
  37166. protected _previousPosition: Vector3;
  37167. protected _collisionVelocity: Vector3;
  37168. protected _newPosition: Vector3;
  37169. protected _previousAlpha: number;
  37170. protected _previousBeta: number;
  37171. protected _previousRadius: number;
  37172. protected _collisionTriggered: boolean;
  37173. protected _targetBoundingCenter: Nullable<Vector3>;
  37174. private _computationVector;
  37175. /**
  37176. * Instantiates a new ArcRotateCamera in a given scene
  37177. * @param name Defines the name of the camera
  37178. * @param alpha Defines the camera rotation along the logitudinal axis
  37179. * @param beta Defines the camera rotation along the latitudinal axis
  37180. * @param radius Defines the camera distance from its target
  37181. * @param target Defines the camera target
  37182. * @param scene Defines the scene the camera belongs to
  37183. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37184. */
  37185. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37186. /** @hidden */
  37187. _initCache(): void;
  37188. /** @hidden */
  37189. _updateCache(ignoreParentClass?: boolean): void;
  37190. protected _getTargetPosition(): Vector3;
  37191. private _storedAlpha;
  37192. private _storedBeta;
  37193. private _storedRadius;
  37194. private _storedTarget;
  37195. /**
  37196. * Stores the current state of the camera (alpha, beta, radius and target)
  37197. * @returns the camera itself
  37198. */
  37199. storeState(): Camera;
  37200. /**
  37201. * @hidden
  37202. * Restored camera state. You must call storeState() first
  37203. */
  37204. _restoreStateValues(): boolean;
  37205. /** @hidden */
  37206. _isSynchronizedViewMatrix(): boolean;
  37207. /**
  37208. * Attached controls to the current camera.
  37209. * @param element Defines the element the controls should be listened from
  37210. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37211. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37212. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37213. */
  37214. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37215. /**
  37216. * Detach the current controls from the camera.
  37217. * The camera will stop reacting to inputs.
  37218. * @param element Defines the element to stop listening the inputs from
  37219. */
  37220. detachControl(element: HTMLElement): void;
  37221. /** @hidden */
  37222. _checkInputs(): void;
  37223. protected _checkLimits(): void;
  37224. /**
  37225. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37226. */
  37227. rebuildAnglesAndRadius(): void;
  37228. /**
  37229. * Use a position to define the current camera related information like aplha, beta and radius
  37230. * @param position Defines the position to set the camera at
  37231. */
  37232. setPosition(position: Vector3): void;
  37233. /**
  37234. * Defines the target the camera should look at.
  37235. * This will automatically adapt alpha beta and radius to fit within the new target.
  37236. * @param target Defines the new target as a Vector or a mesh
  37237. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37238. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37239. */
  37240. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37241. /** @hidden */
  37242. _getViewMatrix(): Matrix;
  37243. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37244. /**
  37245. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37246. * @param meshes Defines the mesh to zoom on
  37247. * @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)
  37248. */
  37249. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37250. /**
  37251. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37252. * The target will be changed but the radius
  37253. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37254. * @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)
  37255. */
  37256. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37257. min: Vector3;
  37258. max: Vector3;
  37259. distance: number;
  37260. }, doNotUpdateMaxZ?: boolean): void;
  37261. /**
  37262. * @override
  37263. * Override Camera.createRigCamera
  37264. */
  37265. createRigCamera(name: string, cameraIndex: number): Camera;
  37266. /**
  37267. * @hidden
  37268. * @override
  37269. * Override Camera._updateRigCameras
  37270. */
  37271. _updateRigCameras(): void;
  37272. /**
  37273. * Destroy the camera and release the current resources hold by it.
  37274. */
  37275. dispose(): void;
  37276. /**
  37277. * Gets the current object class name.
  37278. * @return the class name
  37279. */
  37280. getClassName(): string;
  37281. }
  37282. }
  37283. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37284. import { Behavior } from "babylonjs/Behaviors/behavior";
  37285. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37286. /**
  37287. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37288. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37289. */
  37290. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37291. /**
  37292. * Gets the name of the behavior.
  37293. */
  37294. readonly name: string;
  37295. private _zoomStopsAnimation;
  37296. private _idleRotationSpeed;
  37297. private _idleRotationWaitTime;
  37298. private _idleRotationSpinupTime;
  37299. /**
  37300. * Sets the flag that indicates if user zooming should stop animation.
  37301. */
  37302. /**
  37303. * Gets the flag that indicates if user zooming should stop animation.
  37304. */
  37305. zoomStopsAnimation: boolean;
  37306. /**
  37307. * Sets the default speed at which the camera rotates around the model.
  37308. */
  37309. /**
  37310. * Gets the default speed at which the camera rotates around the model.
  37311. */
  37312. idleRotationSpeed: number;
  37313. /**
  37314. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37315. */
  37316. /**
  37317. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37318. */
  37319. idleRotationWaitTime: number;
  37320. /**
  37321. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37322. */
  37323. /**
  37324. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37325. */
  37326. idleRotationSpinupTime: number;
  37327. /**
  37328. * Gets a value indicating if the camera is currently rotating because of this behavior
  37329. */
  37330. readonly rotationInProgress: boolean;
  37331. private _onPrePointerObservableObserver;
  37332. private _onAfterCheckInputsObserver;
  37333. private _attachedCamera;
  37334. private _isPointerDown;
  37335. private _lastFrameTime;
  37336. private _lastInteractionTime;
  37337. private _cameraRotationSpeed;
  37338. /**
  37339. * Initializes the behavior.
  37340. */
  37341. init(): void;
  37342. /**
  37343. * Attaches the behavior to its arc rotate camera.
  37344. * @param camera Defines the camera to attach the behavior to
  37345. */
  37346. attach(camera: ArcRotateCamera): void;
  37347. /**
  37348. * Detaches the behavior from its current arc rotate camera.
  37349. */
  37350. detach(): void;
  37351. /**
  37352. * Returns true if user is scrolling.
  37353. * @return true if user is scrolling.
  37354. */
  37355. private _userIsZooming;
  37356. private _lastFrameRadius;
  37357. private _shouldAnimationStopForInteraction;
  37358. /**
  37359. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37360. */
  37361. private _applyUserInteraction;
  37362. private _userIsMoving;
  37363. }
  37364. }
  37365. declare module "babylonjs/Behaviors/Cameras/index" {
  37366. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37367. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37368. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37369. }
  37370. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37371. import { Mesh } from "babylonjs/Meshes/mesh";
  37372. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37373. import { Behavior } from "babylonjs/Behaviors/behavior";
  37374. /**
  37375. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37376. */
  37377. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37378. private ui;
  37379. /**
  37380. * The name of the behavior
  37381. */
  37382. name: string;
  37383. /**
  37384. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37385. */
  37386. distanceAwayFromFace: number;
  37387. /**
  37388. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37389. */
  37390. distanceAwayFromBottomOfFace: number;
  37391. private _faceVectors;
  37392. private _target;
  37393. private _scene;
  37394. private _onRenderObserver;
  37395. private _tmpMatrix;
  37396. private _tmpVector;
  37397. /**
  37398. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37399. * @param ui The transform node that should be attched to the mesh
  37400. */
  37401. constructor(ui: TransformNode);
  37402. /**
  37403. * Initializes the behavior
  37404. */
  37405. init(): void;
  37406. private _closestFace;
  37407. private _zeroVector;
  37408. private _lookAtTmpMatrix;
  37409. private _lookAtToRef;
  37410. /**
  37411. * Attaches the AttachToBoxBehavior to the passed in mesh
  37412. * @param target The mesh that the specified node will be attached to
  37413. */
  37414. attach(target: Mesh): void;
  37415. /**
  37416. * Detaches the behavior from the mesh
  37417. */
  37418. detach(): void;
  37419. }
  37420. }
  37421. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37422. import { Behavior } from "babylonjs/Behaviors/behavior";
  37423. import { Mesh } from "babylonjs/Meshes/mesh";
  37424. /**
  37425. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37426. */
  37427. export class FadeInOutBehavior implements Behavior<Mesh> {
  37428. /**
  37429. * Time in milliseconds to delay before fading in (Default: 0)
  37430. */
  37431. delay: number;
  37432. /**
  37433. * Time in milliseconds for the mesh to fade in (Default: 300)
  37434. */
  37435. fadeInTime: number;
  37436. private _millisecondsPerFrame;
  37437. private _hovered;
  37438. private _hoverValue;
  37439. private _ownerNode;
  37440. /**
  37441. * Instatiates the FadeInOutBehavior
  37442. */
  37443. constructor();
  37444. /**
  37445. * The name of the behavior
  37446. */
  37447. readonly name: string;
  37448. /**
  37449. * Initializes the behavior
  37450. */
  37451. init(): void;
  37452. /**
  37453. * Attaches the fade behavior on the passed in mesh
  37454. * @param ownerNode The mesh that will be faded in/out once attached
  37455. */
  37456. attach(ownerNode: Mesh): void;
  37457. /**
  37458. * Detaches the behavior from the mesh
  37459. */
  37460. detach(): void;
  37461. /**
  37462. * Triggers the mesh to begin fading in or out
  37463. * @param value if the object should fade in or out (true to fade in)
  37464. */
  37465. fadeIn(value: boolean): void;
  37466. private _update;
  37467. private _setAllVisibility;
  37468. }
  37469. }
  37470. declare module "babylonjs/Misc/pivotTools" {
  37471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37472. /**
  37473. * Class containing a set of static utilities functions for managing Pivots
  37474. * @hidden
  37475. */
  37476. export class PivotTools {
  37477. private static _PivotCached;
  37478. private static _OldPivotPoint;
  37479. private static _PivotTranslation;
  37480. private static _PivotTmpVector;
  37481. /** @hidden */
  37482. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37483. /** @hidden */
  37484. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37485. }
  37486. }
  37487. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37488. import { Scene } from "babylonjs/scene";
  37489. import { Vector4 } from "babylonjs/Maths/math.vector";
  37490. import { Mesh } from "babylonjs/Meshes/mesh";
  37491. import { Nullable } from "babylonjs/types";
  37492. import { Plane } from "babylonjs/Maths/math.plane";
  37493. /**
  37494. * Class containing static functions to help procedurally build meshes
  37495. */
  37496. export class PlaneBuilder {
  37497. /**
  37498. * Creates a plane mesh
  37499. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37500. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37501. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37502. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37503. * * 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
  37504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37505. * @param name defines the name of the mesh
  37506. * @param options defines the options used to create the mesh
  37507. * @param scene defines the hosting scene
  37508. * @returns the plane mesh
  37509. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37510. */
  37511. static CreatePlane(name: string, options: {
  37512. size?: number;
  37513. width?: number;
  37514. height?: number;
  37515. sideOrientation?: number;
  37516. frontUVs?: Vector4;
  37517. backUVs?: Vector4;
  37518. updatable?: boolean;
  37519. sourcePlane?: Plane;
  37520. }, scene?: Nullable<Scene>): Mesh;
  37521. }
  37522. }
  37523. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37524. import { Behavior } from "babylonjs/Behaviors/behavior";
  37525. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37526. import { Observable } from "babylonjs/Misc/observable";
  37527. import { Vector3 } from "babylonjs/Maths/math.vector";
  37528. import { Ray } from "babylonjs/Culling/ray";
  37529. import "babylonjs/Meshes/Builders/planeBuilder";
  37530. /**
  37531. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37532. */
  37533. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37534. private static _AnyMouseID;
  37535. /**
  37536. * Abstract mesh the behavior is set on
  37537. */
  37538. attachedNode: AbstractMesh;
  37539. private _dragPlane;
  37540. private _scene;
  37541. private _pointerObserver;
  37542. private _beforeRenderObserver;
  37543. private static _planeScene;
  37544. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37545. /**
  37546. * 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)
  37547. */
  37548. maxDragAngle: number;
  37549. /**
  37550. * @hidden
  37551. */
  37552. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37553. /**
  37554. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37555. */
  37556. currentDraggingPointerID: number;
  37557. /**
  37558. * The last position where the pointer hit the drag plane in world space
  37559. */
  37560. lastDragPosition: Vector3;
  37561. /**
  37562. * If the behavior is currently in a dragging state
  37563. */
  37564. dragging: boolean;
  37565. /**
  37566. * 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)
  37567. */
  37568. dragDeltaRatio: number;
  37569. /**
  37570. * If the drag plane orientation should be updated during the dragging (Default: true)
  37571. */
  37572. updateDragPlane: boolean;
  37573. private _debugMode;
  37574. private _moving;
  37575. /**
  37576. * Fires each time the attached mesh is dragged with the pointer
  37577. * * delta between last drag position and current drag position in world space
  37578. * * dragDistance along the drag axis
  37579. * * dragPlaneNormal normal of the current drag plane used during the drag
  37580. * * dragPlanePoint in world space where the drag intersects the drag plane
  37581. */
  37582. onDragObservable: Observable<{
  37583. delta: Vector3;
  37584. dragPlanePoint: Vector3;
  37585. dragPlaneNormal: Vector3;
  37586. dragDistance: number;
  37587. pointerId: number;
  37588. }>;
  37589. /**
  37590. * Fires each time a drag begins (eg. mouse down on mesh)
  37591. */
  37592. onDragStartObservable: Observable<{
  37593. dragPlanePoint: Vector3;
  37594. pointerId: number;
  37595. }>;
  37596. /**
  37597. * Fires each time a drag ends (eg. mouse release after drag)
  37598. */
  37599. onDragEndObservable: Observable<{
  37600. dragPlanePoint: Vector3;
  37601. pointerId: number;
  37602. }>;
  37603. /**
  37604. * If the attached mesh should be moved when dragged
  37605. */
  37606. moveAttached: boolean;
  37607. /**
  37608. * If the drag behavior will react to drag events (Default: true)
  37609. */
  37610. enabled: boolean;
  37611. /**
  37612. * If pointer events should start and release the drag (Default: true)
  37613. */
  37614. startAndReleaseDragOnPointerEvents: boolean;
  37615. /**
  37616. * If camera controls should be detached during the drag
  37617. */
  37618. detachCameraControls: boolean;
  37619. /**
  37620. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37621. */
  37622. useObjectOrienationForDragging: boolean;
  37623. private _options;
  37624. /**
  37625. * Creates a pointer drag behavior that can be attached to a mesh
  37626. * @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)
  37627. */
  37628. constructor(options?: {
  37629. dragAxis?: Vector3;
  37630. dragPlaneNormal?: Vector3;
  37631. });
  37632. /**
  37633. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37634. */
  37635. validateDrag: (targetPosition: Vector3) => boolean;
  37636. /**
  37637. * The name of the behavior
  37638. */
  37639. readonly name: string;
  37640. /**
  37641. * Initializes the behavior
  37642. */
  37643. init(): void;
  37644. private _tmpVector;
  37645. private _alternatePickedPoint;
  37646. private _worldDragAxis;
  37647. private _targetPosition;
  37648. private _attachedElement;
  37649. /**
  37650. * Attaches the drag behavior the passed in mesh
  37651. * @param ownerNode The mesh that will be dragged around once attached
  37652. */
  37653. attach(ownerNode: AbstractMesh): void;
  37654. /**
  37655. * Force relase the drag action by code.
  37656. */
  37657. releaseDrag(): void;
  37658. private _startDragRay;
  37659. private _lastPointerRay;
  37660. /**
  37661. * Simulates the start of a pointer drag event on the behavior
  37662. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37663. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37664. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37665. */
  37666. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37667. private _startDrag;
  37668. private _dragDelta;
  37669. private _moveDrag;
  37670. private _pickWithRayOnDragPlane;
  37671. private _pointA;
  37672. private _pointB;
  37673. private _pointC;
  37674. private _lineA;
  37675. private _lineB;
  37676. private _localAxis;
  37677. private _lookAt;
  37678. private _updateDragPlanePosition;
  37679. /**
  37680. * Detaches the behavior from the mesh
  37681. */
  37682. detach(): void;
  37683. }
  37684. }
  37685. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37686. import { Mesh } from "babylonjs/Meshes/mesh";
  37687. import { Behavior } from "babylonjs/Behaviors/behavior";
  37688. /**
  37689. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37690. */
  37691. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37692. private _dragBehaviorA;
  37693. private _dragBehaviorB;
  37694. private _startDistance;
  37695. private _initialScale;
  37696. private _targetScale;
  37697. private _ownerNode;
  37698. private _sceneRenderObserver;
  37699. /**
  37700. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37701. */
  37702. constructor();
  37703. /**
  37704. * The name of the behavior
  37705. */
  37706. readonly name: string;
  37707. /**
  37708. * Initializes the behavior
  37709. */
  37710. init(): void;
  37711. private _getCurrentDistance;
  37712. /**
  37713. * Attaches the scale behavior the passed in mesh
  37714. * @param ownerNode The mesh that will be scaled around once attached
  37715. */
  37716. attach(ownerNode: Mesh): void;
  37717. /**
  37718. * Detaches the behavior from the mesh
  37719. */
  37720. detach(): void;
  37721. }
  37722. }
  37723. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37724. import { Behavior } from "babylonjs/Behaviors/behavior";
  37725. import { Mesh } from "babylonjs/Meshes/mesh";
  37726. import { Observable } from "babylonjs/Misc/observable";
  37727. /**
  37728. * 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
  37729. */
  37730. export class SixDofDragBehavior implements Behavior<Mesh> {
  37731. private static _virtualScene;
  37732. private _ownerNode;
  37733. private _sceneRenderObserver;
  37734. private _scene;
  37735. private _targetPosition;
  37736. private _virtualOriginMesh;
  37737. private _virtualDragMesh;
  37738. private _pointerObserver;
  37739. private _moving;
  37740. private _startingOrientation;
  37741. /**
  37742. * 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)
  37743. */
  37744. private zDragFactor;
  37745. /**
  37746. * If the object should rotate to face the drag origin
  37747. */
  37748. rotateDraggedObject: boolean;
  37749. /**
  37750. * If the behavior is currently in a dragging state
  37751. */
  37752. dragging: boolean;
  37753. /**
  37754. * 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)
  37755. */
  37756. dragDeltaRatio: number;
  37757. /**
  37758. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37759. */
  37760. currentDraggingPointerID: number;
  37761. /**
  37762. * If camera controls should be detached during the drag
  37763. */
  37764. detachCameraControls: boolean;
  37765. /**
  37766. * Fires each time a drag starts
  37767. */
  37768. onDragStartObservable: Observable<{}>;
  37769. /**
  37770. * Fires each time a drag ends (eg. mouse release after drag)
  37771. */
  37772. onDragEndObservable: Observable<{}>;
  37773. /**
  37774. * 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
  37775. */
  37776. constructor();
  37777. /**
  37778. * The name of the behavior
  37779. */
  37780. readonly name: string;
  37781. /**
  37782. * Initializes the behavior
  37783. */
  37784. init(): void;
  37785. /**
  37786. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37787. */
  37788. private readonly _pointerCamera;
  37789. /**
  37790. * Attaches the scale behavior the passed in mesh
  37791. * @param ownerNode The mesh that will be scaled around once attached
  37792. */
  37793. attach(ownerNode: Mesh): void;
  37794. /**
  37795. * Detaches the behavior from the mesh
  37796. */
  37797. detach(): void;
  37798. }
  37799. }
  37800. declare module "babylonjs/Behaviors/Meshes/index" {
  37801. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37802. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37803. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37804. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37805. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37806. }
  37807. declare module "babylonjs/Behaviors/index" {
  37808. export * from "babylonjs/Behaviors/behavior";
  37809. export * from "babylonjs/Behaviors/Cameras/index";
  37810. export * from "babylonjs/Behaviors/Meshes/index";
  37811. }
  37812. declare module "babylonjs/Bones/boneIKController" {
  37813. import { Bone } from "babylonjs/Bones/bone";
  37814. import { Vector3 } from "babylonjs/Maths/math.vector";
  37815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37816. import { Nullable } from "babylonjs/types";
  37817. /**
  37818. * Class used to apply inverse kinematics to bones
  37819. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37820. */
  37821. export class BoneIKController {
  37822. private static _tmpVecs;
  37823. private static _tmpQuat;
  37824. private static _tmpMats;
  37825. /**
  37826. * Gets or sets the target mesh
  37827. */
  37828. targetMesh: AbstractMesh;
  37829. /** Gets or sets the mesh used as pole */
  37830. poleTargetMesh: AbstractMesh;
  37831. /**
  37832. * Gets or sets the bone used as pole
  37833. */
  37834. poleTargetBone: Nullable<Bone>;
  37835. /**
  37836. * Gets or sets the target position
  37837. */
  37838. targetPosition: Vector3;
  37839. /**
  37840. * Gets or sets the pole target position
  37841. */
  37842. poleTargetPosition: Vector3;
  37843. /**
  37844. * Gets or sets the pole target local offset
  37845. */
  37846. poleTargetLocalOffset: Vector3;
  37847. /**
  37848. * Gets or sets the pole angle
  37849. */
  37850. poleAngle: number;
  37851. /**
  37852. * Gets or sets the mesh associated with the controller
  37853. */
  37854. mesh: AbstractMesh;
  37855. /**
  37856. * 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)
  37857. */
  37858. slerpAmount: number;
  37859. private _bone1Quat;
  37860. private _bone1Mat;
  37861. private _bone2Ang;
  37862. private _bone1;
  37863. private _bone2;
  37864. private _bone1Length;
  37865. private _bone2Length;
  37866. private _maxAngle;
  37867. private _maxReach;
  37868. private _rightHandedSystem;
  37869. private _bendAxis;
  37870. private _slerping;
  37871. private _adjustRoll;
  37872. /**
  37873. * Gets or sets maximum allowed angle
  37874. */
  37875. maxAngle: number;
  37876. /**
  37877. * Creates a new BoneIKController
  37878. * @param mesh defines the mesh to control
  37879. * @param bone defines the bone to control
  37880. * @param options defines options to set up the controller
  37881. */
  37882. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37883. targetMesh?: AbstractMesh;
  37884. poleTargetMesh?: AbstractMesh;
  37885. poleTargetBone?: Bone;
  37886. poleTargetLocalOffset?: Vector3;
  37887. poleAngle?: number;
  37888. bendAxis?: Vector3;
  37889. maxAngle?: number;
  37890. slerpAmount?: number;
  37891. });
  37892. private _setMaxAngle;
  37893. /**
  37894. * Force the controller to update the bones
  37895. */
  37896. update(): void;
  37897. }
  37898. }
  37899. declare module "babylonjs/Bones/boneLookController" {
  37900. import { Vector3 } from "babylonjs/Maths/math.vector";
  37901. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37902. import { Bone } from "babylonjs/Bones/bone";
  37903. import { Space } from "babylonjs/Maths/math.axis";
  37904. /**
  37905. * Class used to make a bone look toward a point in space
  37906. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37907. */
  37908. export class BoneLookController {
  37909. private static _tmpVecs;
  37910. private static _tmpQuat;
  37911. private static _tmpMats;
  37912. /**
  37913. * The target Vector3 that the bone will look at
  37914. */
  37915. target: Vector3;
  37916. /**
  37917. * The mesh that the bone is attached to
  37918. */
  37919. mesh: AbstractMesh;
  37920. /**
  37921. * The bone that will be looking to the target
  37922. */
  37923. bone: Bone;
  37924. /**
  37925. * The up axis of the coordinate system that is used when the bone is rotated
  37926. */
  37927. upAxis: Vector3;
  37928. /**
  37929. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37930. */
  37931. upAxisSpace: Space;
  37932. /**
  37933. * Used to make an adjustment to the yaw of the bone
  37934. */
  37935. adjustYaw: number;
  37936. /**
  37937. * Used to make an adjustment to the pitch of the bone
  37938. */
  37939. adjustPitch: number;
  37940. /**
  37941. * Used to make an adjustment to the roll of the bone
  37942. */
  37943. adjustRoll: number;
  37944. /**
  37945. * 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)
  37946. */
  37947. slerpAmount: number;
  37948. private _minYaw;
  37949. private _maxYaw;
  37950. private _minPitch;
  37951. private _maxPitch;
  37952. private _minYawSin;
  37953. private _minYawCos;
  37954. private _maxYawSin;
  37955. private _maxYawCos;
  37956. private _midYawConstraint;
  37957. private _minPitchTan;
  37958. private _maxPitchTan;
  37959. private _boneQuat;
  37960. private _slerping;
  37961. private _transformYawPitch;
  37962. private _transformYawPitchInv;
  37963. private _firstFrameSkipped;
  37964. private _yawRange;
  37965. private _fowardAxis;
  37966. /**
  37967. * Gets or sets the minimum yaw angle that the bone can look to
  37968. */
  37969. minYaw: number;
  37970. /**
  37971. * Gets or sets the maximum yaw angle that the bone can look to
  37972. */
  37973. maxYaw: number;
  37974. /**
  37975. * Gets or sets the minimum pitch angle that the bone can look to
  37976. */
  37977. minPitch: number;
  37978. /**
  37979. * Gets or sets the maximum pitch angle that the bone can look to
  37980. */
  37981. maxPitch: number;
  37982. /**
  37983. * Create a BoneLookController
  37984. * @param mesh the mesh that the bone belongs to
  37985. * @param bone the bone that will be looking to the target
  37986. * @param target the target Vector3 to look at
  37987. * @param options optional settings:
  37988. * * maxYaw: the maximum angle the bone will yaw to
  37989. * * minYaw: the minimum angle the bone will yaw to
  37990. * * maxPitch: the maximum angle the bone will pitch to
  37991. * * minPitch: the minimum angle the bone will yaw to
  37992. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37993. * * upAxis: the up axis of the coordinate system
  37994. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37995. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37996. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37997. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37998. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37999. * * adjustRoll: used to make an adjustment to the roll of the bone
  38000. **/
  38001. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38002. maxYaw?: number;
  38003. minYaw?: number;
  38004. maxPitch?: number;
  38005. minPitch?: number;
  38006. slerpAmount?: number;
  38007. upAxis?: Vector3;
  38008. upAxisSpace?: Space;
  38009. yawAxis?: Vector3;
  38010. pitchAxis?: Vector3;
  38011. adjustYaw?: number;
  38012. adjustPitch?: number;
  38013. adjustRoll?: number;
  38014. });
  38015. /**
  38016. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38017. */
  38018. update(): void;
  38019. private _getAngleDiff;
  38020. private _getAngleBetween;
  38021. private _isAngleBetween;
  38022. }
  38023. }
  38024. declare module "babylonjs/Bones/index" {
  38025. export * from "babylonjs/Bones/bone";
  38026. export * from "babylonjs/Bones/boneIKController";
  38027. export * from "babylonjs/Bones/boneLookController";
  38028. export * from "babylonjs/Bones/skeleton";
  38029. }
  38030. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38031. import { Nullable } from "babylonjs/types";
  38032. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38033. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38034. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38035. /**
  38036. * Manage the gamepad inputs to control an arc rotate camera.
  38037. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38038. */
  38039. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38040. /**
  38041. * Defines the camera the input is attached to.
  38042. */
  38043. camera: ArcRotateCamera;
  38044. /**
  38045. * Defines the gamepad the input is gathering event from.
  38046. */
  38047. gamepad: Nullable<Gamepad>;
  38048. /**
  38049. * Defines the gamepad rotation sensiblity.
  38050. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38051. */
  38052. gamepadRotationSensibility: number;
  38053. /**
  38054. * Defines the gamepad move sensiblity.
  38055. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38056. */
  38057. gamepadMoveSensibility: number;
  38058. private _onGamepadConnectedObserver;
  38059. private _onGamepadDisconnectedObserver;
  38060. /**
  38061. * Attach the input controls to a specific dom element to get the input from.
  38062. * @param element Defines the element the controls should be listened from
  38063. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38064. */
  38065. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38066. /**
  38067. * Detach the current controls from the specified dom element.
  38068. * @param element Defines the element to stop listening the inputs from
  38069. */
  38070. detachControl(element: Nullable<HTMLElement>): void;
  38071. /**
  38072. * Update the current camera state depending on the inputs that have been used this frame.
  38073. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38074. */
  38075. checkInputs(): void;
  38076. /**
  38077. * Gets the class name of the current intput.
  38078. * @returns the class name
  38079. */
  38080. getClassName(): string;
  38081. /**
  38082. * Get the friendly name associated with the input class.
  38083. * @returns the input friendly name
  38084. */
  38085. getSimpleName(): string;
  38086. }
  38087. }
  38088. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38089. import { Nullable } from "babylonjs/types";
  38090. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38091. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38092. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38093. interface ArcRotateCameraInputsManager {
  38094. /**
  38095. * Add orientation input support to the input manager.
  38096. * @returns the current input manager
  38097. */
  38098. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38099. }
  38100. }
  38101. /**
  38102. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38103. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38104. */
  38105. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38106. /**
  38107. * Defines the camera the input is attached to.
  38108. */
  38109. camera: ArcRotateCamera;
  38110. /**
  38111. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38112. */
  38113. alphaCorrection: number;
  38114. /**
  38115. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38116. */
  38117. gammaCorrection: number;
  38118. private _alpha;
  38119. private _gamma;
  38120. private _dirty;
  38121. private _deviceOrientationHandler;
  38122. /**
  38123. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38124. */
  38125. constructor();
  38126. /**
  38127. * Attach the input controls to a specific dom element to get the input from.
  38128. * @param element Defines the element the controls should be listened from
  38129. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38130. */
  38131. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38132. /** @hidden */
  38133. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38134. /**
  38135. * Update the current camera state depending on the inputs that have been used this frame.
  38136. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38137. */
  38138. checkInputs(): void;
  38139. /**
  38140. * Detach the current controls from the specified dom element.
  38141. * @param element Defines the element to stop listening the inputs from
  38142. */
  38143. detachControl(element: Nullable<HTMLElement>): void;
  38144. /**
  38145. * Gets the class name of the current intput.
  38146. * @returns the class name
  38147. */
  38148. getClassName(): string;
  38149. /**
  38150. * Get the friendly name associated with the input class.
  38151. * @returns the input friendly name
  38152. */
  38153. getSimpleName(): string;
  38154. }
  38155. }
  38156. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38157. import { Nullable } from "babylonjs/types";
  38158. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38159. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38160. /**
  38161. * Listen to mouse events to control the camera.
  38162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38163. */
  38164. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38165. /**
  38166. * Defines the camera the input is attached to.
  38167. */
  38168. camera: FlyCamera;
  38169. /**
  38170. * Defines if touch is enabled. (Default is true.)
  38171. */
  38172. touchEnabled: boolean;
  38173. /**
  38174. * Defines the buttons associated with the input to handle camera rotation.
  38175. */
  38176. buttons: number[];
  38177. /**
  38178. * Assign buttons for Yaw control.
  38179. */
  38180. buttonsYaw: number[];
  38181. /**
  38182. * Assign buttons for Pitch control.
  38183. */
  38184. buttonsPitch: number[];
  38185. /**
  38186. * Assign buttons for Roll control.
  38187. */
  38188. buttonsRoll: number[];
  38189. /**
  38190. * Detect if any button is being pressed while mouse is moved.
  38191. * -1 = Mouse locked.
  38192. * 0 = Left button.
  38193. * 1 = Middle Button.
  38194. * 2 = Right Button.
  38195. */
  38196. activeButton: number;
  38197. /**
  38198. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38199. * Higher values reduce its sensitivity.
  38200. */
  38201. angularSensibility: number;
  38202. private _mousemoveCallback;
  38203. private _observer;
  38204. private _rollObserver;
  38205. private previousPosition;
  38206. private noPreventDefault;
  38207. private element;
  38208. /**
  38209. * Listen to mouse events to control the camera.
  38210. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38212. */
  38213. constructor(touchEnabled?: boolean);
  38214. /**
  38215. * Attach the mouse control to the HTML DOM element.
  38216. * @param element Defines the element that listens to the input events.
  38217. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38218. */
  38219. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38220. /**
  38221. * Detach the current controls from the specified dom element.
  38222. * @param element Defines the element to stop listening the inputs from
  38223. */
  38224. detachControl(element: Nullable<HTMLElement>): void;
  38225. /**
  38226. * Gets the class name of the current input.
  38227. * @returns the class name.
  38228. */
  38229. getClassName(): string;
  38230. /**
  38231. * Get the friendly name associated with the input class.
  38232. * @returns the input's friendly name.
  38233. */
  38234. getSimpleName(): string;
  38235. private _pointerInput;
  38236. private _onMouseMove;
  38237. /**
  38238. * Rotate camera by mouse offset.
  38239. */
  38240. private rotateCamera;
  38241. }
  38242. }
  38243. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38244. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38245. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38246. /**
  38247. * Default Inputs manager for the FlyCamera.
  38248. * It groups all the default supported inputs for ease of use.
  38249. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38250. */
  38251. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38252. /**
  38253. * Instantiates a new FlyCameraInputsManager.
  38254. * @param camera Defines the camera the inputs belong to.
  38255. */
  38256. constructor(camera: FlyCamera);
  38257. /**
  38258. * Add keyboard input support to the input manager.
  38259. * @returns the new FlyCameraKeyboardMoveInput().
  38260. */
  38261. addKeyboard(): FlyCameraInputsManager;
  38262. /**
  38263. * Add mouse input support to the input manager.
  38264. * @param touchEnabled Enable touch screen support.
  38265. * @returns the new FlyCameraMouseInput().
  38266. */
  38267. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38268. }
  38269. }
  38270. declare module "babylonjs/Cameras/flyCamera" {
  38271. import { Scene } from "babylonjs/scene";
  38272. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38274. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38275. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38276. /**
  38277. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38278. * such as in a 3D Space Shooter or a Flight Simulator.
  38279. */
  38280. export class FlyCamera extends TargetCamera {
  38281. /**
  38282. * Define the collision ellipsoid of the camera.
  38283. * This is helpful for simulating a camera body, like a player's body.
  38284. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38285. */
  38286. ellipsoid: Vector3;
  38287. /**
  38288. * Define an offset for the position of the ellipsoid around the camera.
  38289. * This can be helpful if the camera is attached away from the player's body center,
  38290. * such as at its head.
  38291. */
  38292. ellipsoidOffset: Vector3;
  38293. /**
  38294. * Enable or disable collisions of the camera with the rest of the scene objects.
  38295. */
  38296. checkCollisions: boolean;
  38297. /**
  38298. * Enable or disable gravity on the camera.
  38299. */
  38300. applyGravity: boolean;
  38301. /**
  38302. * Define the current direction the camera is moving to.
  38303. */
  38304. cameraDirection: Vector3;
  38305. /**
  38306. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38307. * This overrides and empties cameraRotation.
  38308. */
  38309. rotationQuaternion: Quaternion;
  38310. /**
  38311. * Track Roll to maintain the wanted Rolling when looking around.
  38312. */
  38313. _trackRoll: number;
  38314. /**
  38315. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38316. */
  38317. rollCorrect: number;
  38318. /**
  38319. * Mimic a banked turn, Rolling the camera when Yawing.
  38320. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38321. */
  38322. bankedTurn: boolean;
  38323. /**
  38324. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38325. */
  38326. bankedTurnLimit: number;
  38327. /**
  38328. * Value of 0 disables the banked Roll.
  38329. * Value of 1 is equal to the Yaw angle in radians.
  38330. */
  38331. bankedTurnMultiplier: number;
  38332. /**
  38333. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38334. */
  38335. inputs: FlyCameraInputsManager;
  38336. /**
  38337. * Gets the input sensibility for mouse input.
  38338. * Higher values reduce sensitivity.
  38339. */
  38340. /**
  38341. * Sets the input sensibility for a mouse input.
  38342. * Higher values reduce sensitivity.
  38343. */
  38344. angularSensibility: number;
  38345. /**
  38346. * Get the keys for camera movement forward.
  38347. */
  38348. /**
  38349. * Set the keys for camera movement forward.
  38350. */
  38351. keysForward: number[];
  38352. /**
  38353. * Get the keys for camera movement backward.
  38354. */
  38355. keysBackward: number[];
  38356. /**
  38357. * Get the keys for camera movement up.
  38358. */
  38359. /**
  38360. * Set the keys for camera movement up.
  38361. */
  38362. keysUp: number[];
  38363. /**
  38364. * Get the keys for camera movement down.
  38365. */
  38366. /**
  38367. * Set the keys for camera movement down.
  38368. */
  38369. keysDown: number[];
  38370. /**
  38371. * Get the keys for camera movement left.
  38372. */
  38373. /**
  38374. * Set the keys for camera movement left.
  38375. */
  38376. keysLeft: number[];
  38377. /**
  38378. * Set the keys for camera movement right.
  38379. */
  38380. /**
  38381. * Set the keys for camera movement right.
  38382. */
  38383. keysRight: number[];
  38384. /**
  38385. * Event raised when the camera collides with a mesh in the scene.
  38386. */
  38387. onCollide: (collidedMesh: AbstractMesh) => void;
  38388. private _collider;
  38389. private _needMoveForGravity;
  38390. private _oldPosition;
  38391. private _diffPosition;
  38392. private _newPosition;
  38393. /** @hidden */
  38394. _localDirection: Vector3;
  38395. /** @hidden */
  38396. _transformedDirection: Vector3;
  38397. /**
  38398. * Instantiates a FlyCamera.
  38399. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38400. * such as in a 3D Space Shooter or a Flight Simulator.
  38401. * @param name Define the name of the camera in the scene.
  38402. * @param position Define the starting position of the camera in the scene.
  38403. * @param scene Define the scene the camera belongs to.
  38404. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38405. */
  38406. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38407. /**
  38408. * Attach a control to the HTML DOM element.
  38409. * @param element Defines the element that listens to the input events.
  38410. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38411. */
  38412. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38413. /**
  38414. * Detach a control from the HTML DOM element.
  38415. * The camera will stop reacting to that input.
  38416. * @param element Defines the element that listens to the input events.
  38417. */
  38418. detachControl(element: HTMLElement): void;
  38419. private _collisionMask;
  38420. /**
  38421. * Get the mask that the camera ignores in collision events.
  38422. */
  38423. /**
  38424. * Set the mask that the camera ignores in collision events.
  38425. */
  38426. collisionMask: number;
  38427. /** @hidden */
  38428. _collideWithWorld(displacement: Vector3): void;
  38429. /** @hidden */
  38430. private _onCollisionPositionChange;
  38431. /** @hidden */
  38432. _checkInputs(): void;
  38433. /** @hidden */
  38434. _decideIfNeedsToMove(): boolean;
  38435. /** @hidden */
  38436. _updatePosition(): void;
  38437. /**
  38438. * Restore the Roll to its target value at the rate specified.
  38439. * @param rate - Higher means slower restoring.
  38440. * @hidden
  38441. */
  38442. restoreRoll(rate: number): void;
  38443. /**
  38444. * Destroy the camera and release the current resources held by it.
  38445. */
  38446. dispose(): void;
  38447. /**
  38448. * Get the current object class name.
  38449. * @returns the class name.
  38450. */
  38451. getClassName(): string;
  38452. }
  38453. }
  38454. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38455. import { Nullable } from "babylonjs/types";
  38456. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38457. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38458. /**
  38459. * Listen to keyboard events to control the camera.
  38460. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38461. */
  38462. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38463. /**
  38464. * Defines the camera the input is attached to.
  38465. */
  38466. camera: FlyCamera;
  38467. /**
  38468. * The list of keyboard keys used to control the forward move of the camera.
  38469. */
  38470. keysForward: number[];
  38471. /**
  38472. * The list of keyboard keys used to control the backward move of the camera.
  38473. */
  38474. keysBackward: number[];
  38475. /**
  38476. * The list of keyboard keys used to control the forward move of the camera.
  38477. */
  38478. keysUp: number[];
  38479. /**
  38480. * The list of keyboard keys used to control the backward move of the camera.
  38481. */
  38482. keysDown: number[];
  38483. /**
  38484. * The list of keyboard keys used to control the right strafe move of the camera.
  38485. */
  38486. keysRight: number[];
  38487. /**
  38488. * The list of keyboard keys used to control the left strafe move of the camera.
  38489. */
  38490. keysLeft: number[];
  38491. private _keys;
  38492. private _onCanvasBlurObserver;
  38493. private _onKeyboardObserver;
  38494. private _engine;
  38495. private _scene;
  38496. /**
  38497. * Attach the input controls to a specific dom element to get the input from.
  38498. * @param element Defines the element the controls should be listened from
  38499. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38500. */
  38501. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38502. /**
  38503. * Detach the current controls from the specified dom element.
  38504. * @param element Defines the element to stop listening the inputs from
  38505. */
  38506. detachControl(element: Nullable<HTMLElement>): void;
  38507. /**
  38508. * Gets the class name of the current intput.
  38509. * @returns the class name
  38510. */
  38511. getClassName(): string;
  38512. /** @hidden */
  38513. _onLostFocus(e: FocusEvent): void;
  38514. /**
  38515. * Get the friendly name associated with the input class.
  38516. * @returns the input friendly name
  38517. */
  38518. getSimpleName(): string;
  38519. /**
  38520. * Update the current camera state depending on the inputs that have been used this frame.
  38521. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38522. */
  38523. checkInputs(): void;
  38524. }
  38525. }
  38526. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38527. import { Nullable } from "babylonjs/types";
  38528. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38529. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38530. /**
  38531. * Manage the mouse wheel inputs to control a follow camera.
  38532. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38533. */
  38534. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38535. /**
  38536. * Defines the camera the input is attached to.
  38537. */
  38538. camera: FollowCamera;
  38539. /**
  38540. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38541. */
  38542. axisControlRadius: boolean;
  38543. /**
  38544. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38545. */
  38546. axisControlHeight: boolean;
  38547. /**
  38548. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38549. */
  38550. axisControlRotation: boolean;
  38551. /**
  38552. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38553. * relation to mouseWheel events.
  38554. */
  38555. wheelPrecision: number;
  38556. /**
  38557. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38558. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38559. */
  38560. wheelDeltaPercentage: number;
  38561. private _wheel;
  38562. private _observer;
  38563. /**
  38564. * Attach the input controls to a specific dom element to get the input from.
  38565. * @param element Defines the element the controls should be listened from
  38566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38567. */
  38568. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38569. /**
  38570. * Detach the current controls from the specified dom element.
  38571. * @param element Defines the element to stop listening the inputs from
  38572. */
  38573. detachControl(element: Nullable<HTMLElement>): void;
  38574. /**
  38575. * Gets the class name of the current intput.
  38576. * @returns the class name
  38577. */
  38578. getClassName(): string;
  38579. /**
  38580. * Get the friendly name associated with the input class.
  38581. * @returns the input friendly name
  38582. */
  38583. getSimpleName(): string;
  38584. }
  38585. }
  38586. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38587. import { Nullable } from "babylonjs/types";
  38588. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38589. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38590. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38591. /**
  38592. * Manage the pointers inputs to control an follow camera.
  38593. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38594. */
  38595. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38596. /**
  38597. * Defines the camera the input is attached to.
  38598. */
  38599. camera: FollowCamera;
  38600. /**
  38601. * Gets the class name of the current input.
  38602. * @returns the class name
  38603. */
  38604. getClassName(): string;
  38605. /**
  38606. * Defines the pointer angular sensibility along the X axis or how fast is
  38607. * the camera rotating.
  38608. * A negative number will reverse the axis direction.
  38609. */
  38610. angularSensibilityX: number;
  38611. /**
  38612. * Defines the pointer angular sensibility along the Y axis or how fast is
  38613. * the camera rotating.
  38614. * A negative number will reverse the axis direction.
  38615. */
  38616. angularSensibilityY: number;
  38617. /**
  38618. * Defines the pointer pinch precision or how fast is the camera zooming.
  38619. * A negative number will reverse the axis direction.
  38620. */
  38621. pinchPrecision: number;
  38622. /**
  38623. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38624. * from 0.
  38625. * It defines the percentage of current camera.radius to use as delta when
  38626. * pinch zoom is used.
  38627. */
  38628. pinchDeltaPercentage: number;
  38629. /**
  38630. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38631. */
  38632. axisXControlRadius: boolean;
  38633. /**
  38634. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38635. */
  38636. axisXControlHeight: boolean;
  38637. /**
  38638. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38639. */
  38640. axisXControlRotation: boolean;
  38641. /**
  38642. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38643. */
  38644. axisYControlRadius: boolean;
  38645. /**
  38646. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38647. */
  38648. axisYControlHeight: boolean;
  38649. /**
  38650. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38651. */
  38652. axisYControlRotation: boolean;
  38653. /**
  38654. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38655. */
  38656. axisPinchControlRadius: boolean;
  38657. /**
  38658. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38659. */
  38660. axisPinchControlHeight: boolean;
  38661. /**
  38662. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38663. */
  38664. axisPinchControlRotation: boolean;
  38665. /**
  38666. * Log error messages if basic misconfiguration has occurred.
  38667. */
  38668. warningEnable: boolean;
  38669. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38670. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38671. private _warningCounter;
  38672. private _warning;
  38673. }
  38674. }
  38675. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38676. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38677. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38678. /**
  38679. * Default Inputs manager for the FollowCamera.
  38680. * It groups all the default supported inputs for ease of use.
  38681. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38682. */
  38683. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38684. /**
  38685. * Instantiates a new FollowCameraInputsManager.
  38686. * @param camera Defines the camera the inputs belong to
  38687. */
  38688. constructor(camera: FollowCamera);
  38689. /**
  38690. * Add keyboard input support to the input manager.
  38691. * @returns the current input manager
  38692. */
  38693. addKeyboard(): FollowCameraInputsManager;
  38694. /**
  38695. * Add mouse wheel input support to the input manager.
  38696. * @returns the current input manager
  38697. */
  38698. addMouseWheel(): FollowCameraInputsManager;
  38699. /**
  38700. * Add pointers input support to the input manager.
  38701. * @returns the current input manager
  38702. */
  38703. addPointers(): FollowCameraInputsManager;
  38704. /**
  38705. * Add orientation input support to the input manager.
  38706. * @returns the current input manager
  38707. */
  38708. addVRDeviceOrientation(): FollowCameraInputsManager;
  38709. }
  38710. }
  38711. declare module "babylonjs/Cameras/followCamera" {
  38712. import { Nullable } from "babylonjs/types";
  38713. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38714. import { Scene } from "babylonjs/scene";
  38715. import { Vector3 } from "babylonjs/Maths/math.vector";
  38716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38717. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38718. /**
  38719. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38720. * an arc rotate version arcFollowCamera are available.
  38721. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38722. */
  38723. export class FollowCamera extends TargetCamera {
  38724. /**
  38725. * Distance the follow camera should follow an object at
  38726. */
  38727. radius: number;
  38728. /**
  38729. * Minimum allowed distance of the camera to the axis of rotation
  38730. * (The camera can not get closer).
  38731. * This can help limiting how the Camera is able to move in the scene.
  38732. */
  38733. lowerRadiusLimit: Nullable<number>;
  38734. /**
  38735. * Maximum allowed distance of the camera to the axis of rotation
  38736. * (The camera can not get further).
  38737. * This can help limiting how the Camera is able to move in the scene.
  38738. */
  38739. upperRadiusLimit: Nullable<number>;
  38740. /**
  38741. * Define a rotation offset between the camera and the object it follows
  38742. */
  38743. rotationOffset: number;
  38744. /**
  38745. * Minimum allowed angle to camera position relative to target object.
  38746. * This can help limiting how the Camera is able to move in the scene.
  38747. */
  38748. lowerRotationOffsetLimit: Nullable<number>;
  38749. /**
  38750. * Maximum allowed angle to camera position relative to target object.
  38751. * This can help limiting how the Camera is able to move in the scene.
  38752. */
  38753. upperRotationOffsetLimit: Nullable<number>;
  38754. /**
  38755. * Define a height offset between the camera and the object it follows.
  38756. * It can help following an object from the top (like a car chaing a plane)
  38757. */
  38758. heightOffset: number;
  38759. /**
  38760. * Minimum allowed height of camera position relative to target object.
  38761. * This can help limiting how the Camera is able to move in the scene.
  38762. */
  38763. lowerHeightOffsetLimit: Nullable<number>;
  38764. /**
  38765. * Maximum allowed height of camera position relative to target object.
  38766. * This can help limiting how the Camera is able to move in the scene.
  38767. */
  38768. upperHeightOffsetLimit: Nullable<number>;
  38769. /**
  38770. * Define how fast the camera can accelerate to follow it s target.
  38771. */
  38772. cameraAcceleration: number;
  38773. /**
  38774. * Define the speed limit of the camera following an object.
  38775. */
  38776. maxCameraSpeed: number;
  38777. /**
  38778. * Define the target of the camera.
  38779. */
  38780. lockedTarget: Nullable<AbstractMesh>;
  38781. /**
  38782. * Defines the input associated with the camera.
  38783. */
  38784. inputs: FollowCameraInputsManager;
  38785. /**
  38786. * Instantiates the follow camera.
  38787. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38788. * @param name Define the name of the camera in the scene
  38789. * @param position Define the position of the camera
  38790. * @param scene Define the scene the camera belong to
  38791. * @param lockedTarget Define the target of the camera
  38792. */
  38793. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38794. private _follow;
  38795. /**
  38796. * Attached controls to the current camera.
  38797. * @param element Defines the element the controls should be listened from
  38798. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38799. */
  38800. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38801. /**
  38802. * Detach the current controls from the camera.
  38803. * The camera will stop reacting to inputs.
  38804. * @param element Defines the element to stop listening the inputs from
  38805. */
  38806. detachControl(element: HTMLElement): void;
  38807. /** @hidden */
  38808. _checkInputs(): void;
  38809. private _checkLimits;
  38810. /**
  38811. * Gets the camera class name.
  38812. * @returns the class name
  38813. */
  38814. getClassName(): string;
  38815. }
  38816. /**
  38817. * Arc Rotate version of the follow camera.
  38818. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38819. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38820. */
  38821. export class ArcFollowCamera extends TargetCamera {
  38822. /** The longitudinal angle of the camera */
  38823. alpha: number;
  38824. /** The latitudinal angle of the camera */
  38825. beta: number;
  38826. /** The radius of the camera from its target */
  38827. radius: number;
  38828. /** Define the camera target (the messh it should follow) */
  38829. target: Nullable<AbstractMesh>;
  38830. private _cartesianCoordinates;
  38831. /**
  38832. * Instantiates a new ArcFollowCamera
  38833. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38834. * @param name Define the name of the camera
  38835. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38836. * @param beta Define the rotation angle of the camera around the elevation axis
  38837. * @param radius Define the radius of the camera from its target point
  38838. * @param target Define the target of the camera
  38839. * @param scene Define the scene the camera belongs to
  38840. */
  38841. constructor(name: string,
  38842. /** The longitudinal angle of the camera */
  38843. alpha: number,
  38844. /** The latitudinal angle of the camera */
  38845. beta: number,
  38846. /** The radius of the camera from its target */
  38847. radius: number,
  38848. /** Define the camera target (the messh it should follow) */
  38849. target: Nullable<AbstractMesh>, scene: Scene);
  38850. private _follow;
  38851. /** @hidden */
  38852. _checkInputs(): void;
  38853. /**
  38854. * Returns the class name of the object.
  38855. * It is mostly used internally for serialization purposes.
  38856. */
  38857. getClassName(): string;
  38858. }
  38859. }
  38860. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38861. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38862. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38863. import { Nullable } from "babylonjs/types";
  38864. /**
  38865. * Manage the keyboard inputs to control the movement of a follow camera.
  38866. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38867. */
  38868. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38869. /**
  38870. * Defines the camera the input is attached to.
  38871. */
  38872. camera: FollowCamera;
  38873. /**
  38874. * Defines the list of key codes associated with the up action (increase heightOffset)
  38875. */
  38876. keysHeightOffsetIncr: number[];
  38877. /**
  38878. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38879. */
  38880. keysHeightOffsetDecr: number[];
  38881. /**
  38882. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38883. */
  38884. keysHeightOffsetModifierAlt: boolean;
  38885. /**
  38886. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38887. */
  38888. keysHeightOffsetModifierCtrl: boolean;
  38889. /**
  38890. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38891. */
  38892. keysHeightOffsetModifierShift: boolean;
  38893. /**
  38894. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38895. */
  38896. keysRotationOffsetIncr: number[];
  38897. /**
  38898. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38899. */
  38900. keysRotationOffsetDecr: number[];
  38901. /**
  38902. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38903. */
  38904. keysRotationOffsetModifierAlt: boolean;
  38905. /**
  38906. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38907. */
  38908. keysRotationOffsetModifierCtrl: boolean;
  38909. /**
  38910. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38911. */
  38912. keysRotationOffsetModifierShift: boolean;
  38913. /**
  38914. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38915. */
  38916. keysRadiusIncr: number[];
  38917. /**
  38918. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38919. */
  38920. keysRadiusDecr: number[];
  38921. /**
  38922. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38923. */
  38924. keysRadiusModifierAlt: boolean;
  38925. /**
  38926. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38927. */
  38928. keysRadiusModifierCtrl: boolean;
  38929. /**
  38930. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38931. */
  38932. keysRadiusModifierShift: boolean;
  38933. /**
  38934. * Defines the rate of change of heightOffset.
  38935. */
  38936. heightSensibility: number;
  38937. /**
  38938. * Defines the rate of change of rotationOffset.
  38939. */
  38940. rotationSensibility: number;
  38941. /**
  38942. * Defines the rate of change of radius.
  38943. */
  38944. radiusSensibility: number;
  38945. private _keys;
  38946. private _ctrlPressed;
  38947. private _altPressed;
  38948. private _shiftPressed;
  38949. private _onCanvasBlurObserver;
  38950. private _onKeyboardObserver;
  38951. private _engine;
  38952. private _scene;
  38953. /**
  38954. * Attach the input controls to a specific dom element to get the input from.
  38955. * @param element Defines the element the controls should be listened from
  38956. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38957. */
  38958. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38959. /**
  38960. * Detach the current controls from the specified dom element.
  38961. * @param element Defines the element to stop listening the inputs from
  38962. */
  38963. detachControl(element: Nullable<HTMLElement>): void;
  38964. /**
  38965. * Update the current camera state depending on the inputs that have been used this frame.
  38966. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38967. */
  38968. checkInputs(): void;
  38969. /**
  38970. * Gets the class name of the current input.
  38971. * @returns the class name
  38972. */
  38973. getClassName(): string;
  38974. /**
  38975. * Get the friendly name associated with the input class.
  38976. * @returns the input friendly name
  38977. */
  38978. getSimpleName(): string;
  38979. /**
  38980. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38981. * allow modification of the heightOffset value.
  38982. */
  38983. private _modifierHeightOffset;
  38984. /**
  38985. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38986. * allow modification of the rotationOffset value.
  38987. */
  38988. private _modifierRotationOffset;
  38989. /**
  38990. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38991. * allow modification of the radius value.
  38992. */
  38993. private _modifierRadius;
  38994. }
  38995. }
  38996. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  38997. import { Nullable } from "babylonjs/types";
  38998. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38999. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39000. import { Observable } from "babylonjs/Misc/observable";
  39001. module "babylonjs/Cameras/freeCameraInputsManager" {
  39002. interface FreeCameraInputsManager {
  39003. /**
  39004. * @hidden
  39005. */
  39006. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39007. /**
  39008. * Add orientation input support to the input manager.
  39009. * @returns the current input manager
  39010. */
  39011. addDeviceOrientation(): FreeCameraInputsManager;
  39012. }
  39013. }
  39014. /**
  39015. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39016. * Screen rotation is taken into account.
  39017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39018. */
  39019. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39020. private _camera;
  39021. private _screenOrientationAngle;
  39022. private _constantTranform;
  39023. private _screenQuaternion;
  39024. private _alpha;
  39025. private _beta;
  39026. private _gamma;
  39027. /**
  39028. * Can be used to detect if a device orientation sensor is availible on a device
  39029. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39030. * @returns a promise that will resolve on orientation change
  39031. */
  39032. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39033. /**
  39034. * @hidden
  39035. */
  39036. _onDeviceOrientationChangedObservable: Observable<void>;
  39037. /**
  39038. * Instantiates a new input
  39039. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39040. */
  39041. constructor();
  39042. /**
  39043. * Define the camera controlled by the input.
  39044. */
  39045. camera: FreeCamera;
  39046. /**
  39047. * Attach the input controls to a specific dom element to get the input from.
  39048. * @param element Defines the element the controls should be listened from
  39049. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39050. */
  39051. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39052. private _orientationChanged;
  39053. private _deviceOrientation;
  39054. /**
  39055. * Detach the current controls from the specified dom element.
  39056. * @param element Defines the element to stop listening the inputs from
  39057. */
  39058. detachControl(element: Nullable<HTMLElement>): void;
  39059. /**
  39060. * Update the current camera state depending on the inputs that have been used this frame.
  39061. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39062. */
  39063. checkInputs(): void;
  39064. /**
  39065. * Gets the class name of the current intput.
  39066. * @returns the class name
  39067. */
  39068. getClassName(): string;
  39069. /**
  39070. * Get the friendly name associated with the input class.
  39071. * @returns the input friendly name
  39072. */
  39073. getSimpleName(): string;
  39074. }
  39075. }
  39076. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39077. import { Nullable } from "babylonjs/types";
  39078. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39079. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39080. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39081. /**
  39082. * Manage the gamepad inputs to control a free camera.
  39083. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39084. */
  39085. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39086. /**
  39087. * Define the camera the input is attached to.
  39088. */
  39089. camera: FreeCamera;
  39090. /**
  39091. * Define the Gamepad controlling the input
  39092. */
  39093. gamepad: Nullable<Gamepad>;
  39094. /**
  39095. * Defines the gamepad rotation sensiblity.
  39096. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39097. */
  39098. gamepadAngularSensibility: number;
  39099. /**
  39100. * Defines the gamepad move sensiblity.
  39101. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39102. */
  39103. gamepadMoveSensibility: number;
  39104. private _onGamepadConnectedObserver;
  39105. private _onGamepadDisconnectedObserver;
  39106. private _cameraTransform;
  39107. private _deltaTransform;
  39108. private _vector3;
  39109. private _vector2;
  39110. /**
  39111. * Attach the input controls to a specific dom element to get the input from.
  39112. * @param element Defines the element the controls should be listened from
  39113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39114. */
  39115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39116. /**
  39117. * Detach the current controls from the specified dom element.
  39118. * @param element Defines the element to stop listening the inputs from
  39119. */
  39120. detachControl(element: Nullable<HTMLElement>): void;
  39121. /**
  39122. * Update the current camera state depending on the inputs that have been used this frame.
  39123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39124. */
  39125. checkInputs(): void;
  39126. /**
  39127. * Gets the class name of the current intput.
  39128. * @returns the class name
  39129. */
  39130. getClassName(): string;
  39131. /**
  39132. * Get the friendly name associated with the input class.
  39133. * @returns the input friendly name
  39134. */
  39135. getSimpleName(): string;
  39136. }
  39137. }
  39138. declare module "babylonjs/Misc/virtualJoystick" {
  39139. import { Nullable } from "babylonjs/types";
  39140. import { Vector3 } from "babylonjs/Maths/math.vector";
  39141. /**
  39142. * Defines the potential axis of a Joystick
  39143. */
  39144. export enum JoystickAxis {
  39145. /** X axis */
  39146. X = 0,
  39147. /** Y axis */
  39148. Y = 1,
  39149. /** Z axis */
  39150. Z = 2
  39151. }
  39152. /**
  39153. * Class used to define virtual joystick (used in touch mode)
  39154. */
  39155. export class VirtualJoystick {
  39156. /**
  39157. * Gets or sets a boolean indicating that left and right values must be inverted
  39158. */
  39159. reverseLeftRight: boolean;
  39160. /**
  39161. * Gets or sets a boolean indicating that up and down values must be inverted
  39162. */
  39163. reverseUpDown: boolean;
  39164. /**
  39165. * Gets the offset value for the position (ie. the change of the position value)
  39166. */
  39167. deltaPosition: Vector3;
  39168. /**
  39169. * Gets a boolean indicating if the virtual joystick was pressed
  39170. */
  39171. pressed: boolean;
  39172. /**
  39173. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39174. */
  39175. static Canvas: Nullable<HTMLCanvasElement>;
  39176. private static _globalJoystickIndex;
  39177. private static vjCanvasContext;
  39178. private static vjCanvasWidth;
  39179. private static vjCanvasHeight;
  39180. private static halfWidth;
  39181. private _action;
  39182. private _axisTargetedByLeftAndRight;
  39183. private _axisTargetedByUpAndDown;
  39184. private _joystickSensibility;
  39185. private _inversedSensibility;
  39186. private _joystickPointerID;
  39187. private _joystickColor;
  39188. private _joystickPointerPos;
  39189. private _joystickPreviousPointerPos;
  39190. private _joystickPointerStartPos;
  39191. private _deltaJoystickVector;
  39192. private _leftJoystick;
  39193. private _touches;
  39194. private _onPointerDownHandlerRef;
  39195. private _onPointerMoveHandlerRef;
  39196. private _onPointerUpHandlerRef;
  39197. private _onResize;
  39198. /**
  39199. * Creates a new virtual joystick
  39200. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39201. */
  39202. constructor(leftJoystick?: boolean);
  39203. /**
  39204. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39205. * @param newJoystickSensibility defines the new sensibility
  39206. */
  39207. setJoystickSensibility(newJoystickSensibility: number): void;
  39208. private _onPointerDown;
  39209. private _onPointerMove;
  39210. private _onPointerUp;
  39211. /**
  39212. * Change the color of the virtual joystick
  39213. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39214. */
  39215. setJoystickColor(newColor: string): void;
  39216. /**
  39217. * Defines a callback to call when the joystick is touched
  39218. * @param action defines the callback
  39219. */
  39220. setActionOnTouch(action: () => any): void;
  39221. /**
  39222. * Defines which axis you'd like to control for left & right
  39223. * @param axis defines the axis to use
  39224. */
  39225. setAxisForLeftRight(axis: JoystickAxis): void;
  39226. /**
  39227. * Defines which axis you'd like to control for up & down
  39228. * @param axis defines the axis to use
  39229. */
  39230. setAxisForUpDown(axis: JoystickAxis): void;
  39231. private _drawVirtualJoystick;
  39232. /**
  39233. * Release internal HTML canvas
  39234. */
  39235. releaseCanvas(): void;
  39236. }
  39237. }
  39238. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39239. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39240. import { Nullable } from "babylonjs/types";
  39241. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39242. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39243. module "babylonjs/Cameras/freeCameraInputsManager" {
  39244. interface FreeCameraInputsManager {
  39245. /**
  39246. * Add virtual joystick input support to the input manager.
  39247. * @returns the current input manager
  39248. */
  39249. addVirtualJoystick(): FreeCameraInputsManager;
  39250. }
  39251. }
  39252. /**
  39253. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39254. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39255. */
  39256. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39257. /**
  39258. * Defines the camera the input is attached to.
  39259. */
  39260. camera: FreeCamera;
  39261. private _leftjoystick;
  39262. private _rightjoystick;
  39263. /**
  39264. * Gets the left stick of the virtual joystick.
  39265. * @returns The virtual Joystick
  39266. */
  39267. getLeftJoystick(): VirtualJoystick;
  39268. /**
  39269. * Gets the right stick of the virtual joystick.
  39270. * @returns The virtual Joystick
  39271. */
  39272. getRightJoystick(): VirtualJoystick;
  39273. /**
  39274. * Update the current camera state depending on the inputs that have been used this frame.
  39275. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39276. */
  39277. checkInputs(): void;
  39278. /**
  39279. * Attach the input controls to a specific dom element to get the input from.
  39280. * @param element Defines the element the controls should be listened from
  39281. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39282. */
  39283. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39284. /**
  39285. * Detach the current controls from the specified dom element.
  39286. * @param element Defines the element to stop listening the inputs from
  39287. */
  39288. detachControl(element: Nullable<HTMLElement>): void;
  39289. /**
  39290. * Gets the class name of the current intput.
  39291. * @returns the class name
  39292. */
  39293. getClassName(): string;
  39294. /**
  39295. * Get the friendly name associated with the input class.
  39296. * @returns the input friendly name
  39297. */
  39298. getSimpleName(): string;
  39299. }
  39300. }
  39301. declare module "babylonjs/Cameras/Inputs/index" {
  39302. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39303. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39304. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39305. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39306. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39307. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39308. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39309. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39310. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39311. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39312. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39313. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39314. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39315. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39316. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39317. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39318. }
  39319. declare module "babylonjs/Cameras/touchCamera" {
  39320. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39321. import { Scene } from "babylonjs/scene";
  39322. import { Vector3 } from "babylonjs/Maths/math.vector";
  39323. /**
  39324. * This represents a FPS type of camera controlled by touch.
  39325. * This is like a universal camera minus the Gamepad controls.
  39326. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39327. */
  39328. export class TouchCamera extends FreeCamera {
  39329. /**
  39330. * Defines the touch sensibility for rotation.
  39331. * The higher the faster.
  39332. */
  39333. touchAngularSensibility: number;
  39334. /**
  39335. * Defines the touch sensibility for move.
  39336. * The higher the faster.
  39337. */
  39338. touchMoveSensibility: number;
  39339. /**
  39340. * Instantiates a new touch camera.
  39341. * This represents a FPS type of camera controlled by touch.
  39342. * This is like a universal camera minus the Gamepad controls.
  39343. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39344. * @param name Define the name of the camera in the scene
  39345. * @param position Define the start position of the camera in the scene
  39346. * @param scene Define the scene the camera belongs to
  39347. */
  39348. constructor(name: string, position: Vector3, scene: Scene);
  39349. /**
  39350. * Gets the current object class name.
  39351. * @return the class name
  39352. */
  39353. getClassName(): string;
  39354. /** @hidden */
  39355. _setupInputs(): void;
  39356. }
  39357. }
  39358. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39359. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39360. import { Scene } from "babylonjs/scene";
  39361. import { Vector3 } from "babylonjs/Maths/math.vector";
  39362. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39363. import { Axis } from "babylonjs/Maths/math.axis";
  39364. /**
  39365. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39366. * being tilted forward or back and left or right.
  39367. */
  39368. export class DeviceOrientationCamera extends FreeCamera {
  39369. private _initialQuaternion;
  39370. private _quaternionCache;
  39371. private _tmpDragQuaternion;
  39372. /**
  39373. * Creates a new device orientation camera
  39374. * @param name The name of the camera
  39375. * @param position The start position camera
  39376. * @param scene The scene the camera belongs to
  39377. */
  39378. constructor(name: string, position: Vector3, scene: Scene);
  39379. /**
  39380. * @hidden
  39381. * Disabled pointer input on first orientation sensor update (Default: true)
  39382. */
  39383. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39384. private _dragFactor;
  39385. /**
  39386. * Enabled turning on the y axis when the orientation sensor is active
  39387. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39388. */
  39389. enableHorizontalDragging(dragFactor?: number): void;
  39390. /**
  39391. * Gets the current instance class name ("DeviceOrientationCamera").
  39392. * This helps avoiding instanceof at run time.
  39393. * @returns the class name
  39394. */
  39395. getClassName(): string;
  39396. /**
  39397. * @hidden
  39398. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39399. */
  39400. _checkInputs(): void;
  39401. /**
  39402. * Reset the camera to its default orientation on the specified axis only.
  39403. * @param axis The axis to reset
  39404. */
  39405. resetToCurrentRotation(axis?: Axis): void;
  39406. }
  39407. }
  39408. declare module "babylonjs/Gamepads/xboxGamepad" {
  39409. import { Observable } from "babylonjs/Misc/observable";
  39410. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39411. /**
  39412. * Defines supported buttons for XBox360 compatible gamepads
  39413. */
  39414. export enum Xbox360Button {
  39415. /** A */
  39416. A = 0,
  39417. /** B */
  39418. B = 1,
  39419. /** X */
  39420. X = 2,
  39421. /** Y */
  39422. Y = 3,
  39423. /** Start */
  39424. Start = 4,
  39425. /** Back */
  39426. Back = 5,
  39427. /** Left button */
  39428. LB = 6,
  39429. /** Right button */
  39430. RB = 7,
  39431. /** Left stick */
  39432. LeftStick = 8,
  39433. /** Right stick */
  39434. RightStick = 9
  39435. }
  39436. /** Defines values for XBox360 DPad */
  39437. export enum Xbox360Dpad {
  39438. /** Up */
  39439. Up = 0,
  39440. /** Down */
  39441. Down = 1,
  39442. /** Left */
  39443. Left = 2,
  39444. /** Right */
  39445. Right = 3
  39446. }
  39447. /**
  39448. * Defines a XBox360 gamepad
  39449. */
  39450. export class Xbox360Pad extends Gamepad {
  39451. private _leftTrigger;
  39452. private _rightTrigger;
  39453. private _onlefttriggerchanged;
  39454. private _onrighttriggerchanged;
  39455. private _onbuttondown;
  39456. private _onbuttonup;
  39457. private _ondpaddown;
  39458. private _ondpadup;
  39459. /** Observable raised when a button is pressed */
  39460. onButtonDownObservable: Observable<Xbox360Button>;
  39461. /** Observable raised when a button is released */
  39462. onButtonUpObservable: Observable<Xbox360Button>;
  39463. /** Observable raised when a pad is pressed */
  39464. onPadDownObservable: Observable<Xbox360Dpad>;
  39465. /** Observable raised when a pad is released */
  39466. onPadUpObservable: Observable<Xbox360Dpad>;
  39467. private _buttonA;
  39468. private _buttonB;
  39469. private _buttonX;
  39470. private _buttonY;
  39471. private _buttonBack;
  39472. private _buttonStart;
  39473. private _buttonLB;
  39474. private _buttonRB;
  39475. private _buttonLeftStick;
  39476. private _buttonRightStick;
  39477. private _dPadUp;
  39478. private _dPadDown;
  39479. private _dPadLeft;
  39480. private _dPadRight;
  39481. private _isXboxOnePad;
  39482. /**
  39483. * Creates a new XBox360 gamepad object
  39484. * @param id defines the id of this gamepad
  39485. * @param index defines its index
  39486. * @param gamepad defines the internal HTML gamepad object
  39487. * @param xboxOne defines if it is a XBox One gamepad
  39488. */
  39489. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39490. /**
  39491. * Defines the callback to call when left trigger is pressed
  39492. * @param callback defines the callback to use
  39493. */
  39494. onlefttriggerchanged(callback: (value: number) => void): void;
  39495. /**
  39496. * Defines the callback to call when right trigger is pressed
  39497. * @param callback defines the callback to use
  39498. */
  39499. onrighttriggerchanged(callback: (value: number) => void): void;
  39500. /**
  39501. * Gets the left trigger value
  39502. */
  39503. /**
  39504. * Sets the left trigger value
  39505. */
  39506. leftTrigger: number;
  39507. /**
  39508. * Gets the right trigger value
  39509. */
  39510. /**
  39511. * Sets the right trigger value
  39512. */
  39513. rightTrigger: number;
  39514. /**
  39515. * Defines the callback to call when a button is pressed
  39516. * @param callback defines the callback to use
  39517. */
  39518. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39519. /**
  39520. * Defines the callback to call when a button is released
  39521. * @param callback defines the callback to use
  39522. */
  39523. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39524. /**
  39525. * Defines the callback to call when a pad is pressed
  39526. * @param callback defines the callback to use
  39527. */
  39528. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39529. /**
  39530. * Defines the callback to call when a pad is released
  39531. * @param callback defines the callback to use
  39532. */
  39533. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39534. private _setButtonValue;
  39535. private _setDPadValue;
  39536. /**
  39537. * Gets the value of the `A` button
  39538. */
  39539. /**
  39540. * Sets the value of the `A` button
  39541. */
  39542. buttonA: number;
  39543. /**
  39544. * Gets the value of the `B` button
  39545. */
  39546. /**
  39547. * Sets the value of the `B` button
  39548. */
  39549. buttonB: number;
  39550. /**
  39551. * Gets the value of the `X` button
  39552. */
  39553. /**
  39554. * Sets the value of the `X` button
  39555. */
  39556. buttonX: number;
  39557. /**
  39558. * Gets the value of the `Y` button
  39559. */
  39560. /**
  39561. * Sets the value of the `Y` button
  39562. */
  39563. buttonY: number;
  39564. /**
  39565. * Gets the value of the `Start` button
  39566. */
  39567. /**
  39568. * Sets the value of the `Start` button
  39569. */
  39570. buttonStart: number;
  39571. /**
  39572. * Gets the value of the `Back` button
  39573. */
  39574. /**
  39575. * Sets the value of the `Back` button
  39576. */
  39577. buttonBack: number;
  39578. /**
  39579. * Gets the value of the `Left` button
  39580. */
  39581. /**
  39582. * Sets the value of the `Left` button
  39583. */
  39584. buttonLB: number;
  39585. /**
  39586. * Gets the value of the `Right` button
  39587. */
  39588. /**
  39589. * Sets the value of the `Right` button
  39590. */
  39591. buttonRB: number;
  39592. /**
  39593. * Gets the value of the Left joystick
  39594. */
  39595. /**
  39596. * Sets the value of the Left joystick
  39597. */
  39598. buttonLeftStick: number;
  39599. /**
  39600. * Gets the value of the Right joystick
  39601. */
  39602. /**
  39603. * Sets the value of the Right joystick
  39604. */
  39605. buttonRightStick: number;
  39606. /**
  39607. * Gets the value of D-pad up
  39608. */
  39609. /**
  39610. * Sets the value of D-pad up
  39611. */
  39612. dPadUp: number;
  39613. /**
  39614. * Gets the value of D-pad down
  39615. */
  39616. /**
  39617. * Sets the value of D-pad down
  39618. */
  39619. dPadDown: number;
  39620. /**
  39621. * Gets the value of D-pad left
  39622. */
  39623. /**
  39624. * Sets the value of D-pad left
  39625. */
  39626. dPadLeft: number;
  39627. /**
  39628. * Gets the value of D-pad right
  39629. */
  39630. /**
  39631. * Sets the value of D-pad right
  39632. */
  39633. dPadRight: number;
  39634. /**
  39635. * Force the gamepad to synchronize with device values
  39636. */
  39637. update(): void;
  39638. /**
  39639. * Disposes the gamepad
  39640. */
  39641. dispose(): void;
  39642. }
  39643. }
  39644. declare module "babylonjs/Gamepads/gamepadManager" {
  39645. import { Observable } from "babylonjs/Misc/observable";
  39646. import { Nullable } from "babylonjs/types";
  39647. import { Scene } from "babylonjs/scene";
  39648. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39649. /**
  39650. * Manager for handling gamepads
  39651. */
  39652. export class GamepadManager {
  39653. private _scene?;
  39654. private _babylonGamepads;
  39655. private _oneGamepadConnected;
  39656. /** @hidden */
  39657. _isMonitoring: boolean;
  39658. private _gamepadEventSupported;
  39659. private _gamepadSupport;
  39660. /**
  39661. * observable to be triggered when the gamepad controller has been connected
  39662. */
  39663. onGamepadConnectedObservable: Observable<Gamepad>;
  39664. /**
  39665. * observable to be triggered when the gamepad controller has been disconnected
  39666. */
  39667. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39668. private _onGamepadConnectedEvent;
  39669. private _onGamepadDisconnectedEvent;
  39670. /**
  39671. * Initializes the gamepad manager
  39672. * @param _scene BabylonJS scene
  39673. */
  39674. constructor(_scene?: Scene | undefined);
  39675. /**
  39676. * The gamepads in the game pad manager
  39677. */
  39678. readonly gamepads: Gamepad[];
  39679. /**
  39680. * Get the gamepad controllers based on type
  39681. * @param type The type of gamepad controller
  39682. * @returns Nullable gamepad
  39683. */
  39684. getGamepadByType(type?: number): Nullable<Gamepad>;
  39685. /**
  39686. * Disposes the gamepad manager
  39687. */
  39688. dispose(): void;
  39689. private _addNewGamepad;
  39690. private _startMonitoringGamepads;
  39691. private _stopMonitoringGamepads;
  39692. /** @hidden */
  39693. _checkGamepadsStatus(): void;
  39694. private _updateGamepadObjects;
  39695. }
  39696. }
  39697. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39698. import { Nullable } from "babylonjs/types";
  39699. import { Scene } from "babylonjs/scene";
  39700. import { ISceneComponent } from "babylonjs/sceneComponent";
  39701. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39702. module "babylonjs/scene" {
  39703. interface Scene {
  39704. /** @hidden */
  39705. _gamepadManager: Nullable<GamepadManager>;
  39706. /**
  39707. * Gets the gamepad manager associated with the scene
  39708. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39709. */
  39710. gamepadManager: GamepadManager;
  39711. }
  39712. }
  39713. module "babylonjs/Cameras/freeCameraInputsManager" {
  39714. /**
  39715. * Interface representing a free camera inputs manager
  39716. */
  39717. interface FreeCameraInputsManager {
  39718. /**
  39719. * Adds gamepad input support to the FreeCameraInputsManager.
  39720. * @returns the FreeCameraInputsManager
  39721. */
  39722. addGamepad(): FreeCameraInputsManager;
  39723. }
  39724. }
  39725. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39726. /**
  39727. * Interface representing an arc rotate camera inputs manager
  39728. */
  39729. interface ArcRotateCameraInputsManager {
  39730. /**
  39731. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39732. * @returns the camera inputs manager
  39733. */
  39734. addGamepad(): ArcRotateCameraInputsManager;
  39735. }
  39736. }
  39737. /**
  39738. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39739. */
  39740. export class GamepadSystemSceneComponent implements ISceneComponent {
  39741. /**
  39742. * The component name helpfull to identify the component in the list of scene components.
  39743. */
  39744. readonly name: string;
  39745. /**
  39746. * The scene the component belongs to.
  39747. */
  39748. scene: Scene;
  39749. /**
  39750. * Creates a new instance of the component for the given scene
  39751. * @param scene Defines the scene to register the component in
  39752. */
  39753. constructor(scene: Scene);
  39754. /**
  39755. * Registers the component in a given scene
  39756. */
  39757. register(): void;
  39758. /**
  39759. * Rebuilds the elements related to this component in case of
  39760. * context lost for instance.
  39761. */
  39762. rebuild(): void;
  39763. /**
  39764. * Disposes the component and the associated ressources
  39765. */
  39766. dispose(): void;
  39767. private _beforeCameraUpdate;
  39768. }
  39769. }
  39770. declare module "babylonjs/Cameras/universalCamera" {
  39771. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39772. import { Scene } from "babylonjs/scene";
  39773. import { Vector3 } from "babylonjs/Maths/math.vector";
  39774. import "babylonjs/Gamepads/gamepadSceneComponent";
  39775. /**
  39776. * 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,
  39777. * which still works and will still be found in many Playgrounds.
  39778. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39779. */
  39780. export class UniversalCamera extends TouchCamera {
  39781. /**
  39782. * Defines the gamepad rotation sensiblity.
  39783. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39784. */
  39785. gamepadAngularSensibility: number;
  39786. /**
  39787. * Defines the gamepad move sensiblity.
  39788. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39789. */
  39790. gamepadMoveSensibility: number;
  39791. /**
  39792. * 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,
  39793. * which still works and will still be found in many Playgrounds.
  39794. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39795. * @param name Define the name of the camera in the scene
  39796. * @param position Define the start position of the camera in the scene
  39797. * @param scene Define the scene the camera belongs to
  39798. */
  39799. constructor(name: string, position: Vector3, scene: Scene);
  39800. /**
  39801. * Gets the current object class name.
  39802. * @return the class name
  39803. */
  39804. getClassName(): string;
  39805. }
  39806. }
  39807. declare module "babylonjs/Cameras/gamepadCamera" {
  39808. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39809. import { Scene } from "babylonjs/scene";
  39810. import { Vector3 } from "babylonjs/Maths/math.vector";
  39811. /**
  39812. * This represents a FPS type of camera. This is only here for back compat purpose.
  39813. * Please use the UniversalCamera instead as both are identical.
  39814. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39815. */
  39816. export class GamepadCamera extends UniversalCamera {
  39817. /**
  39818. * Instantiates a new Gamepad Camera
  39819. * This represents a FPS type of camera. This is only here for back compat purpose.
  39820. * Please use the UniversalCamera instead as both are identical.
  39821. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39822. * @param name Define the name of the camera in the scene
  39823. * @param position Define the start position of the camera in the scene
  39824. * @param scene Define the scene the camera belongs to
  39825. */
  39826. constructor(name: string, position: Vector3, scene: Scene);
  39827. /**
  39828. * Gets the current object class name.
  39829. * @return the class name
  39830. */
  39831. getClassName(): string;
  39832. }
  39833. }
  39834. declare module "babylonjs/Shaders/pass.fragment" {
  39835. /** @hidden */
  39836. export var passPixelShader: {
  39837. name: string;
  39838. shader: string;
  39839. };
  39840. }
  39841. declare module "babylonjs/Shaders/passCube.fragment" {
  39842. /** @hidden */
  39843. export var passCubePixelShader: {
  39844. name: string;
  39845. shader: string;
  39846. };
  39847. }
  39848. declare module "babylonjs/PostProcesses/passPostProcess" {
  39849. import { Nullable } from "babylonjs/types";
  39850. import { Camera } from "babylonjs/Cameras/camera";
  39851. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39852. import { Engine } from "babylonjs/Engines/engine";
  39853. import "babylonjs/Shaders/pass.fragment";
  39854. import "babylonjs/Shaders/passCube.fragment";
  39855. /**
  39856. * PassPostProcess which produces an output the same as it's input
  39857. */
  39858. export class PassPostProcess extends PostProcess {
  39859. /**
  39860. * Creates the PassPostProcess
  39861. * @param name The name of the effect.
  39862. * @param options The required width/height ratio to downsize to before computing the render pass.
  39863. * @param camera The camera to apply the render pass to.
  39864. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39865. * @param engine The engine which the post process will be applied. (default: current engine)
  39866. * @param reusable If the post process can be reused on the same frame. (default: false)
  39867. * @param textureType The type of texture to be used when performing the post processing.
  39868. * @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)
  39869. */
  39870. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39871. }
  39872. /**
  39873. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39874. */
  39875. export class PassCubePostProcess extends PostProcess {
  39876. private _face;
  39877. /**
  39878. * Gets or sets the cube face to display.
  39879. * * 0 is +X
  39880. * * 1 is -X
  39881. * * 2 is +Y
  39882. * * 3 is -Y
  39883. * * 4 is +Z
  39884. * * 5 is -Z
  39885. */
  39886. face: number;
  39887. /**
  39888. * Creates the PassCubePostProcess
  39889. * @param name The name of the effect.
  39890. * @param options The required width/height ratio to downsize to before computing the render pass.
  39891. * @param camera The camera to apply the render pass to.
  39892. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39893. * @param engine The engine which the post process will be applied. (default: current engine)
  39894. * @param reusable If the post process can be reused on the same frame. (default: false)
  39895. * @param textureType The type of texture to be used when performing the post processing.
  39896. * @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)
  39897. */
  39898. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39899. }
  39900. }
  39901. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39902. /** @hidden */
  39903. export var anaglyphPixelShader: {
  39904. name: string;
  39905. shader: string;
  39906. };
  39907. }
  39908. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39909. import { Engine } from "babylonjs/Engines/engine";
  39910. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39911. import { Camera } from "babylonjs/Cameras/camera";
  39912. import "babylonjs/Shaders/anaglyph.fragment";
  39913. /**
  39914. * Postprocess used to generate anaglyphic rendering
  39915. */
  39916. export class AnaglyphPostProcess extends PostProcess {
  39917. private _passedProcess;
  39918. /**
  39919. * Creates a new AnaglyphPostProcess
  39920. * @param name defines postprocess name
  39921. * @param options defines creation options or target ratio scale
  39922. * @param rigCameras defines cameras using this postprocess
  39923. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39924. * @param engine defines hosting engine
  39925. * @param reusable defines if the postprocess will be reused multiple times per frame
  39926. */
  39927. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39928. }
  39929. }
  39930. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39931. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39932. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39933. import { Scene } from "babylonjs/scene";
  39934. import { Vector3 } from "babylonjs/Maths/math.vector";
  39935. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39936. /**
  39937. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39938. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39939. */
  39940. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39941. /**
  39942. * Creates a new AnaglyphArcRotateCamera
  39943. * @param name defines camera name
  39944. * @param alpha defines alpha angle (in radians)
  39945. * @param beta defines beta angle (in radians)
  39946. * @param radius defines radius
  39947. * @param target defines camera target
  39948. * @param interaxialDistance defines distance between each color axis
  39949. * @param scene defines the hosting scene
  39950. */
  39951. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39952. /**
  39953. * Gets camera class name
  39954. * @returns AnaglyphArcRotateCamera
  39955. */
  39956. getClassName(): string;
  39957. }
  39958. }
  39959. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39960. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39961. import { Scene } from "babylonjs/scene";
  39962. import { Vector3 } from "babylonjs/Maths/math.vector";
  39963. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39964. /**
  39965. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39966. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39967. */
  39968. export class AnaglyphFreeCamera extends FreeCamera {
  39969. /**
  39970. * Creates a new AnaglyphFreeCamera
  39971. * @param name defines camera name
  39972. * @param position defines initial position
  39973. * @param interaxialDistance defines distance between each color axis
  39974. * @param scene defines the hosting scene
  39975. */
  39976. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39977. /**
  39978. * Gets camera class name
  39979. * @returns AnaglyphFreeCamera
  39980. */
  39981. getClassName(): string;
  39982. }
  39983. }
  39984. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39985. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39986. import { Scene } from "babylonjs/scene";
  39987. import { Vector3 } from "babylonjs/Maths/math.vector";
  39988. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39989. /**
  39990. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39991. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39992. */
  39993. export class AnaglyphGamepadCamera extends GamepadCamera {
  39994. /**
  39995. * Creates a new AnaglyphGamepadCamera
  39996. * @param name defines camera name
  39997. * @param position defines initial position
  39998. * @param interaxialDistance defines distance between each color axis
  39999. * @param scene defines the hosting scene
  40000. */
  40001. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40002. /**
  40003. * Gets camera class name
  40004. * @returns AnaglyphGamepadCamera
  40005. */
  40006. getClassName(): string;
  40007. }
  40008. }
  40009. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40010. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40011. import { Scene } from "babylonjs/scene";
  40012. import { Vector3 } from "babylonjs/Maths/math.vector";
  40013. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40014. /**
  40015. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40016. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40017. */
  40018. export class AnaglyphUniversalCamera extends UniversalCamera {
  40019. /**
  40020. * Creates a new AnaglyphUniversalCamera
  40021. * @param name defines camera name
  40022. * @param position defines initial position
  40023. * @param interaxialDistance defines distance between each color axis
  40024. * @param scene defines the hosting scene
  40025. */
  40026. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40027. /**
  40028. * Gets camera class name
  40029. * @returns AnaglyphUniversalCamera
  40030. */
  40031. getClassName(): string;
  40032. }
  40033. }
  40034. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40035. /** @hidden */
  40036. export var stereoscopicInterlacePixelShader: {
  40037. name: string;
  40038. shader: string;
  40039. };
  40040. }
  40041. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40042. import { Camera } from "babylonjs/Cameras/camera";
  40043. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40044. import { Engine } from "babylonjs/Engines/engine";
  40045. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40046. /**
  40047. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40048. */
  40049. export class StereoscopicInterlacePostProcess extends PostProcess {
  40050. private _stepSize;
  40051. private _passedProcess;
  40052. /**
  40053. * Initializes a StereoscopicInterlacePostProcess
  40054. * @param name The name of the effect.
  40055. * @param rigCameras The rig cameras to be appled to the post process
  40056. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40057. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40058. * @param engine The engine which the post process will be applied. (default: current engine)
  40059. * @param reusable If the post process can be reused on the same frame. (default: false)
  40060. */
  40061. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40062. }
  40063. }
  40064. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40065. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40066. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40067. import { Scene } from "babylonjs/scene";
  40068. import { Vector3 } from "babylonjs/Maths/math.vector";
  40069. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40070. /**
  40071. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40072. * @see http://doc.babylonjs.com/features/cameras
  40073. */
  40074. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40075. /**
  40076. * Creates a new StereoscopicArcRotateCamera
  40077. * @param name defines camera name
  40078. * @param alpha defines alpha angle (in radians)
  40079. * @param beta defines beta angle (in radians)
  40080. * @param radius defines radius
  40081. * @param target defines camera target
  40082. * @param interaxialDistance defines distance between each color axis
  40083. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40084. * @param scene defines the hosting scene
  40085. */
  40086. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40087. /**
  40088. * Gets camera class name
  40089. * @returns StereoscopicArcRotateCamera
  40090. */
  40091. getClassName(): string;
  40092. }
  40093. }
  40094. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40095. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40096. import { Scene } from "babylonjs/scene";
  40097. import { Vector3 } from "babylonjs/Maths/math.vector";
  40098. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40099. /**
  40100. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40101. * @see http://doc.babylonjs.com/features/cameras
  40102. */
  40103. export class StereoscopicFreeCamera extends FreeCamera {
  40104. /**
  40105. * Creates a new StereoscopicFreeCamera
  40106. * @param name defines camera name
  40107. * @param position defines initial position
  40108. * @param interaxialDistance defines distance between each color axis
  40109. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40110. * @param scene defines the hosting scene
  40111. */
  40112. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40113. /**
  40114. * Gets camera class name
  40115. * @returns StereoscopicFreeCamera
  40116. */
  40117. getClassName(): string;
  40118. }
  40119. }
  40120. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40121. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40122. import { Scene } from "babylonjs/scene";
  40123. import { Vector3 } from "babylonjs/Maths/math.vector";
  40124. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40125. /**
  40126. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40127. * @see http://doc.babylonjs.com/features/cameras
  40128. */
  40129. export class StereoscopicGamepadCamera extends GamepadCamera {
  40130. /**
  40131. * Creates a new StereoscopicGamepadCamera
  40132. * @param name defines camera name
  40133. * @param position defines initial position
  40134. * @param interaxialDistance defines distance between each color axis
  40135. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40136. * @param scene defines the hosting scene
  40137. */
  40138. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40139. /**
  40140. * Gets camera class name
  40141. * @returns StereoscopicGamepadCamera
  40142. */
  40143. getClassName(): string;
  40144. }
  40145. }
  40146. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40147. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40148. import { Scene } from "babylonjs/scene";
  40149. import { Vector3 } from "babylonjs/Maths/math.vector";
  40150. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40151. /**
  40152. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40153. * @see http://doc.babylonjs.com/features/cameras
  40154. */
  40155. export class StereoscopicUniversalCamera extends UniversalCamera {
  40156. /**
  40157. * Creates a new StereoscopicUniversalCamera
  40158. * @param name defines camera name
  40159. * @param position defines initial position
  40160. * @param interaxialDistance defines distance between each color axis
  40161. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40162. * @param scene defines the hosting scene
  40163. */
  40164. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40165. /**
  40166. * Gets camera class name
  40167. * @returns StereoscopicUniversalCamera
  40168. */
  40169. getClassName(): string;
  40170. }
  40171. }
  40172. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40173. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40174. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40175. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40176. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40177. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40178. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40179. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40180. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40181. }
  40182. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40183. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40184. import { Scene } from "babylonjs/scene";
  40185. import { Vector3 } from "babylonjs/Maths/math.vector";
  40186. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40187. /**
  40188. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40189. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40190. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40191. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40192. */
  40193. export class VirtualJoysticksCamera extends FreeCamera {
  40194. /**
  40195. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40196. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40197. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40198. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40199. * @param name Define the name of the camera in the scene
  40200. * @param position Define the start position of the camera in the scene
  40201. * @param scene Define the scene the camera belongs to
  40202. */
  40203. constructor(name: string, position: Vector3, scene: Scene);
  40204. /**
  40205. * Gets the current object class name.
  40206. * @return the class name
  40207. */
  40208. getClassName(): string;
  40209. }
  40210. }
  40211. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40212. import { Matrix } from "babylonjs/Maths/math.vector";
  40213. /**
  40214. * This represents all the required metrics to create a VR camera.
  40215. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40216. */
  40217. export class VRCameraMetrics {
  40218. /**
  40219. * Define the horizontal resolution off the screen.
  40220. */
  40221. hResolution: number;
  40222. /**
  40223. * Define the vertical resolution off the screen.
  40224. */
  40225. vResolution: number;
  40226. /**
  40227. * Define the horizontal screen size.
  40228. */
  40229. hScreenSize: number;
  40230. /**
  40231. * Define the vertical screen size.
  40232. */
  40233. vScreenSize: number;
  40234. /**
  40235. * Define the vertical screen center position.
  40236. */
  40237. vScreenCenter: number;
  40238. /**
  40239. * Define the distance of the eyes to the screen.
  40240. */
  40241. eyeToScreenDistance: number;
  40242. /**
  40243. * Define the distance between both lenses
  40244. */
  40245. lensSeparationDistance: number;
  40246. /**
  40247. * Define the distance between both viewer's eyes.
  40248. */
  40249. interpupillaryDistance: number;
  40250. /**
  40251. * Define the distortion factor of the VR postprocess.
  40252. * Please, touch with care.
  40253. */
  40254. distortionK: number[];
  40255. /**
  40256. * Define the chromatic aberration correction factors for the VR post process.
  40257. */
  40258. chromaAbCorrection: number[];
  40259. /**
  40260. * Define the scale factor of the post process.
  40261. * The smaller the better but the slower.
  40262. */
  40263. postProcessScaleFactor: number;
  40264. /**
  40265. * Define an offset for the lens center.
  40266. */
  40267. lensCenterOffset: number;
  40268. /**
  40269. * Define if the current vr camera should compensate the distortion of the lense or not.
  40270. */
  40271. compensateDistortion: boolean;
  40272. /**
  40273. * Defines if multiview should be enabled when rendering (Default: false)
  40274. */
  40275. multiviewEnabled: boolean;
  40276. /**
  40277. * Gets the rendering aspect ratio based on the provided resolutions.
  40278. */
  40279. readonly aspectRatio: number;
  40280. /**
  40281. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40282. */
  40283. readonly aspectRatioFov: number;
  40284. /**
  40285. * @hidden
  40286. */
  40287. readonly leftHMatrix: Matrix;
  40288. /**
  40289. * @hidden
  40290. */
  40291. readonly rightHMatrix: Matrix;
  40292. /**
  40293. * @hidden
  40294. */
  40295. readonly leftPreViewMatrix: Matrix;
  40296. /**
  40297. * @hidden
  40298. */
  40299. readonly rightPreViewMatrix: Matrix;
  40300. /**
  40301. * Get the default VRMetrics based on the most generic setup.
  40302. * @returns the default vr metrics
  40303. */
  40304. static GetDefault(): VRCameraMetrics;
  40305. }
  40306. }
  40307. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40308. /** @hidden */
  40309. export var vrDistortionCorrectionPixelShader: {
  40310. name: string;
  40311. shader: string;
  40312. };
  40313. }
  40314. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40315. import { Camera } from "babylonjs/Cameras/camera";
  40316. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40317. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40318. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40319. /**
  40320. * VRDistortionCorrectionPostProcess used for mobile VR
  40321. */
  40322. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40323. private _isRightEye;
  40324. private _distortionFactors;
  40325. private _postProcessScaleFactor;
  40326. private _lensCenterOffset;
  40327. private _scaleIn;
  40328. private _scaleFactor;
  40329. private _lensCenter;
  40330. /**
  40331. * Initializes the VRDistortionCorrectionPostProcess
  40332. * @param name The name of the effect.
  40333. * @param camera The camera to apply the render pass to.
  40334. * @param isRightEye If this is for the right eye distortion
  40335. * @param vrMetrics All the required metrics for the VR camera
  40336. */
  40337. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40338. }
  40339. }
  40340. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40341. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40342. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40343. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40344. import { Scene } from "babylonjs/scene";
  40345. import { Vector3 } from "babylonjs/Maths/math.vector";
  40346. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40347. import "babylonjs/Cameras/RigModes/vrRigMode";
  40348. /**
  40349. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40350. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40351. */
  40352. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40353. /**
  40354. * Creates a new VRDeviceOrientationArcRotateCamera
  40355. * @param name defines camera name
  40356. * @param alpha defines the camera rotation along the logitudinal axis
  40357. * @param beta defines the camera rotation along the latitudinal axis
  40358. * @param radius defines the camera distance from its target
  40359. * @param target defines the camera target
  40360. * @param scene defines the scene the camera belongs to
  40361. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40362. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40363. */
  40364. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40365. /**
  40366. * Gets camera class name
  40367. * @returns VRDeviceOrientationArcRotateCamera
  40368. */
  40369. getClassName(): string;
  40370. }
  40371. }
  40372. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40373. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40374. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40375. import { Scene } from "babylonjs/scene";
  40376. import { Vector3 } from "babylonjs/Maths/math.vector";
  40377. import "babylonjs/Cameras/RigModes/vrRigMode";
  40378. /**
  40379. * Camera used to simulate VR rendering (based on FreeCamera)
  40380. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40381. */
  40382. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40383. /**
  40384. * Creates a new VRDeviceOrientationFreeCamera
  40385. * @param name defines camera name
  40386. * @param position defines the start position of the camera
  40387. * @param scene defines the scene the camera belongs to
  40388. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40389. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40390. */
  40391. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40392. /**
  40393. * Gets camera class name
  40394. * @returns VRDeviceOrientationFreeCamera
  40395. */
  40396. getClassName(): string;
  40397. }
  40398. }
  40399. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40400. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40401. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40402. import { Scene } from "babylonjs/scene";
  40403. import { Vector3 } from "babylonjs/Maths/math.vector";
  40404. import "babylonjs/Gamepads/gamepadSceneComponent";
  40405. /**
  40406. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40407. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40408. */
  40409. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40410. /**
  40411. * Creates a new VRDeviceOrientationGamepadCamera
  40412. * @param name defines camera name
  40413. * @param position defines the start position of the camera
  40414. * @param scene defines the scene the camera belongs to
  40415. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40416. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40417. */
  40418. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40419. /**
  40420. * Gets camera class name
  40421. * @returns VRDeviceOrientationGamepadCamera
  40422. */
  40423. getClassName(): string;
  40424. }
  40425. }
  40426. declare module "babylonjs/Materials/pushMaterial" {
  40427. import { Nullable } from "babylonjs/types";
  40428. import { Scene } from "babylonjs/scene";
  40429. import { Matrix } from "babylonjs/Maths/math.vector";
  40430. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40431. import { Mesh } from "babylonjs/Meshes/mesh";
  40432. import { Material } from "babylonjs/Materials/material";
  40433. import { Effect } from "babylonjs/Materials/effect";
  40434. /**
  40435. * Base class of materials working in push mode in babylon JS
  40436. * @hidden
  40437. */
  40438. export class PushMaterial extends Material {
  40439. protected _activeEffect: Effect;
  40440. protected _normalMatrix: Matrix;
  40441. /**
  40442. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40443. * This means that the material can keep using a previous shader while a new one is being compiled.
  40444. * This is mostly used when shader parallel compilation is supported (true by default)
  40445. */
  40446. allowShaderHotSwapping: boolean;
  40447. constructor(name: string, scene: Scene);
  40448. getEffect(): Effect;
  40449. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40450. /**
  40451. * Binds the given world matrix to the active effect
  40452. *
  40453. * @param world the matrix to bind
  40454. */
  40455. bindOnlyWorldMatrix(world: Matrix): void;
  40456. /**
  40457. * Binds the given normal matrix to the active effect
  40458. *
  40459. * @param normalMatrix the matrix to bind
  40460. */
  40461. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40462. bind(world: Matrix, mesh?: Mesh): void;
  40463. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40464. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40465. }
  40466. }
  40467. declare module "babylonjs/Materials/materialFlags" {
  40468. /**
  40469. * This groups all the flags used to control the materials channel.
  40470. */
  40471. export class MaterialFlags {
  40472. private static _DiffuseTextureEnabled;
  40473. /**
  40474. * Are diffuse textures enabled in the application.
  40475. */
  40476. static DiffuseTextureEnabled: boolean;
  40477. private static _AmbientTextureEnabled;
  40478. /**
  40479. * Are ambient textures enabled in the application.
  40480. */
  40481. static AmbientTextureEnabled: boolean;
  40482. private static _OpacityTextureEnabled;
  40483. /**
  40484. * Are opacity textures enabled in the application.
  40485. */
  40486. static OpacityTextureEnabled: boolean;
  40487. private static _ReflectionTextureEnabled;
  40488. /**
  40489. * Are reflection textures enabled in the application.
  40490. */
  40491. static ReflectionTextureEnabled: boolean;
  40492. private static _EmissiveTextureEnabled;
  40493. /**
  40494. * Are emissive textures enabled in the application.
  40495. */
  40496. static EmissiveTextureEnabled: boolean;
  40497. private static _SpecularTextureEnabled;
  40498. /**
  40499. * Are specular textures enabled in the application.
  40500. */
  40501. static SpecularTextureEnabled: boolean;
  40502. private static _BumpTextureEnabled;
  40503. /**
  40504. * Are bump textures enabled in the application.
  40505. */
  40506. static BumpTextureEnabled: boolean;
  40507. private static _LightmapTextureEnabled;
  40508. /**
  40509. * Are lightmap textures enabled in the application.
  40510. */
  40511. static LightmapTextureEnabled: boolean;
  40512. private static _RefractionTextureEnabled;
  40513. /**
  40514. * Are refraction textures enabled in the application.
  40515. */
  40516. static RefractionTextureEnabled: boolean;
  40517. private static _ColorGradingTextureEnabled;
  40518. /**
  40519. * Are color grading textures enabled in the application.
  40520. */
  40521. static ColorGradingTextureEnabled: boolean;
  40522. private static _FresnelEnabled;
  40523. /**
  40524. * Are fresnels enabled in the application.
  40525. */
  40526. static FresnelEnabled: boolean;
  40527. private static _ClearCoatTextureEnabled;
  40528. /**
  40529. * Are clear coat textures enabled in the application.
  40530. */
  40531. static ClearCoatTextureEnabled: boolean;
  40532. private static _ClearCoatBumpTextureEnabled;
  40533. /**
  40534. * Are clear coat bump textures enabled in the application.
  40535. */
  40536. static ClearCoatBumpTextureEnabled: boolean;
  40537. private static _ClearCoatTintTextureEnabled;
  40538. /**
  40539. * Are clear coat tint textures enabled in the application.
  40540. */
  40541. static ClearCoatTintTextureEnabled: boolean;
  40542. private static _SheenTextureEnabled;
  40543. /**
  40544. * Are sheen textures enabled in the application.
  40545. */
  40546. static SheenTextureEnabled: boolean;
  40547. private static _AnisotropicTextureEnabled;
  40548. /**
  40549. * Are anisotropic textures enabled in the application.
  40550. */
  40551. static AnisotropicTextureEnabled: boolean;
  40552. private static _ThicknessTextureEnabled;
  40553. /**
  40554. * Are thickness textures enabled in the application.
  40555. */
  40556. static ThicknessTextureEnabled: boolean;
  40557. }
  40558. }
  40559. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40560. /** @hidden */
  40561. export var defaultFragmentDeclaration: {
  40562. name: string;
  40563. shader: string;
  40564. };
  40565. }
  40566. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40567. /** @hidden */
  40568. export var defaultUboDeclaration: {
  40569. name: string;
  40570. shader: string;
  40571. };
  40572. }
  40573. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40574. /** @hidden */
  40575. export var lightFragmentDeclaration: {
  40576. name: string;
  40577. shader: string;
  40578. };
  40579. }
  40580. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40581. /** @hidden */
  40582. export var lightUboDeclaration: {
  40583. name: string;
  40584. shader: string;
  40585. };
  40586. }
  40587. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40588. /** @hidden */
  40589. export var lightsFragmentFunctions: {
  40590. name: string;
  40591. shader: string;
  40592. };
  40593. }
  40594. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40595. /** @hidden */
  40596. export var shadowsFragmentFunctions: {
  40597. name: string;
  40598. shader: string;
  40599. };
  40600. }
  40601. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40602. /** @hidden */
  40603. export var fresnelFunction: {
  40604. name: string;
  40605. shader: string;
  40606. };
  40607. }
  40608. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40609. /** @hidden */
  40610. export var reflectionFunction: {
  40611. name: string;
  40612. shader: string;
  40613. };
  40614. }
  40615. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40616. /** @hidden */
  40617. export var bumpFragmentFunctions: {
  40618. name: string;
  40619. shader: string;
  40620. };
  40621. }
  40622. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40623. /** @hidden */
  40624. export var logDepthDeclaration: {
  40625. name: string;
  40626. shader: string;
  40627. };
  40628. }
  40629. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40630. /** @hidden */
  40631. export var bumpFragment: {
  40632. name: string;
  40633. shader: string;
  40634. };
  40635. }
  40636. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40637. /** @hidden */
  40638. export var depthPrePass: {
  40639. name: string;
  40640. shader: string;
  40641. };
  40642. }
  40643. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40644. /** @hidden */
  40645. export var lightFragment: {
  40646. name: string;
  40647. shader: string;
  40648. };
  40649. }
  40650. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40651. /** @hidden */
  40652. export var logDepthFragment: {
  40653. name: string;
  40654. shader: string;
  40655. };
  40656. }
  40657. declare module "babylonjs/Shaders/default.fragment" {
  40658. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40659. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40660. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40661. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40662. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40663. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40664. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40665. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40666. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40667. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40668. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40669. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40670. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40671. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40672. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40673. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40674. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40675. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40676. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40677. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40678. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40679. /** @hidden */
  40680. export var defaultPixelShader: {
  40681. name: string;
  40682. shader: string;
  40683. };
  40684. }
  40685. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40686. /** @hidden */
  40687. export var defaultVertexDeclaration: {
  40688. name: string;
  40689. shader: string;
  40690. };
  40691. }
  40692. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40693. /** @hidden */
  40694. export var bumpVertexDeclaration: {
  40695. name: string;
  40696. shader: string;
  40697. };
  40698. }
  40699. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40700. /** @hidden */
  40701. export var bumpVertex: {
  40702. name: string;
  40703. shader: string;
  40704. };
  40705. }
  40706. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40707. /** @hidden */
  40708. export var fogVertex: {
  40709. name: string;
  40710. shader: string;
  40711. };
  40712. }
  40713. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40714. /** @hidden */
  40715. export var shadowsVertex: {
  40716. name: string;
  40717. shader: string;
  40718. };
  40719. }
  40720. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40721. /** @hidden */
  40722. export var pointCloudVertex: {
  40723. name: string;
  40724. shader: string;
  40725. };
  40726. }
  40727. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40728. /** @hidden */
  40729. export var logDepthVertex: {
  40730. name: string;
  40731. shader: string;
  40732. };
  40733. }
  40734. declare module "babylonjs/Shaders/default.vertex" {
  40735. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40736. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40737. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40738. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40739. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40740. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40741. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40742. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40743. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40744. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40745. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40746. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40747. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40748. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40749. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40750. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40751. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40752. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40753. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40754. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40755. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40756. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40757. /** @hidden */
  40758. export var defaultVertexShader: {
  40759. name: string;
  40760. shader: string;
  40761. };
  40762. }
  40763. declare module "babylonjs/Materials/standardMaterial" {
  40764. import { SmartArray } from "babylonjs/Misc/smartArray";
  40765. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40766. import { Nullable } from "babylonjs/types";
  40767. import { Scene } from "babylonjs/scene";
  40768. import { Matrix } from "babylonjs/Maths/math.vector";
  40769. import { Color3 } from "babylonjs/Maths/math.color";
  40770. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40771. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40772. import { Mesh } from "babylonjs/Meshes/mesh";
  40773. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40774. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40775. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40776. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40777. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40778. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40779. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40780. import "babylonjs/Shaders/default.fragment";
  40781. import "babylonjs/Shaders/default.vertex";
  40782. /** @hidden */
  40783. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40784. MAINUV1: boolean;
  40785. MAINUV2: boolean;
  40786. DIFFUSE: boolean;
  40787. DIFFUSEDIRECTUV: number;
  40788. AMBIENT: boolean;
  40789. AMBIENTDIRECTUV: number;
  40790. OPACITY: boolean;
  40791. OPACITYDIRECTUV: number;
  40792. OPACITYRGB: boolean;
  40793. REFLECTION: boolean;
  40794. EMISSIVE: boolean;
  40795. EMISSIVEDIRECTUV: number;
  40796. SPECULAR: boolean;
  40797. SPECULARDIRECTUV: number;
  40798. BUMP: boolean;
  40799. BUMPDIRECTUV: number;
  40800. PARALLAX: boolean;
  40801. PARALLAXOCCLUSION: boolean;
  40802. SPECULAROVERALPHA: boolean;
  40803. CLIPPLANE: boolean;
  40804. CLIPPLANE2: boolean;
  40805. CLIPPLANE3: boolean;
  40806. CLIPPLANE4: boolean;
  40807. ALPHATEST: boolean;
  40808. DEPTHPREPASS: boolean;
  40809. ALPHAFROMDIFFUSE: boolean;
  40810. POINTSIZE: boolean;
  40811. FOG: boolean;
  40812. SPECULARTERM: boolean;
  40813. DIFFUSEFRESNEL: boolean;
  40814. OPACITYFRESNEL: boolean;
  40815. REFLECTIONFRESNEL: boolean;
  40816. REFRACTIONFRESNEL: boolean;
  40817. EMISSIVEFRESNEL: boolean;
  40818. FRESNEL: boolean;
  40819. NORMAL: boolean;
  40820. UV1: boolean;
  40821. UV2: boolean;
  40822. VERTEXCOLOR: boolean;
  40823. VERTEXALPHA: boolean;
  40824. NUM_BONE_INFLUENCERS: number;
  40825. BonesPerMesh: number;
  40826. BONETEXTURE: boolean;
  40827. INSTANCES: boolean;
  40828. GLOSSINESS: boolean;
  40829. ROUGHNESS: boolean;
  40830. EMISSIVEASILLUMINATION: boolean;
  40831. LINKEMISSIVEWITHDIFFUSE: boolean;
  40832. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40833. LIGHTMAP: boolean;
  40834. LIGHTMAPDIRECTUV: number;
  40835. OBJECTSPACE_NORMALMAP: boolean;
  40836. USELIGHTMAPASSHADOWMAP: boolean;
  40837. REFLECTIONMAP_3D: boolean;
  40838. REFLECTIONMAP_SPHERICAL: boolean;
  40839. REFLECTIONMAP_PLANAR: boolean;
  40840. REFLECTIONMAP_CUBIC: boolean;
  40841. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40842. REFLECTIONMAP_PROJECTION: boolean;
  40843. REFLECTIONMAP_SKYBOX: boolean;
  40844. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40845. REFLECTIONMAP_EXPLICIT: boolean;
  40846. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40847. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40848. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40849. INVERTCUBICMAP: boolean;
  40850. LOGARITHMICDEPTH: boolean;
  40851. REFRACTION: boolean;
  40852. REFRACTIONMAP_3D: boolean;
  40853. REFLECTIONOVERALPHA: boolean;
  40854. TWOSIDEDLIGHTING: boolean;
  40855. SHADOWFLOAT: boolean;
  40856. MORPHTARGETS: boolean;
  40857. MORPHTARGETS_NORMAL: boolean;
  40858. MORPHTARGETS_TANGENT: boolean;
  40859. MORPHTARGETS_UV: boolean;
  40860. NUM_MORPH_INFLUENCERS: number;
  40861. NONUNIFORMSCALING: boolean;
  40862. PREMULTIPLYALPHA: boolean;
  40863. IMAGEPROCESSING: boolean;
  40864. VIGNETTE: boolean;
  40865. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40866. VIGNETTEBLENDMODEOPAQUE: boolean;
  40867. TONEMAPPING: boolean;
  40868. TONEMAPPING_ACES: boolean;
  40869. CONTRAST: boolean;
  40870. COLORCURVES: boolean;
  40871. COLORGRADING: boolean;
  40872. COLORGRADING3D: boolean;
  40873. SAMPLER3DGREENDEPTH: boolean;
  40874. SAMPLER3DBGRMAP: boolean;
  40875. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40876. MULTIVIEW: boolean;
  40877. /**
  40878. * If the reflection texture on this material is in linear color space
  40879. * @hidden
  40880. */
  40881. IS_REFLECTION_LINEAR: boolean;
  40882. /**
  40883. * If the refraction texture on this material is in linear color space
  40884. * @hidden
  40885. */
  40886. IS_REFRACTION_LINEAR: boolean;
  40887. EXPOSURE: boolean;
  40888. constructor();
  40889. setReflectionMode(modeToEnable: string): void;
  40890. }
  40891. /**
  40892. * This is the default material used in Babylon. It is the best trade off between quality
  40893. * and performances.
  40894. * @see http://doc.babylonjs.com/babylon101/materials
  40895. */
  40896. export class StandardMaterial extends PushMaterial {
  40897. private _diffuseTexture;
  40898. /**
  40899. * The basic texture of the material as viewed under a light.
  40900. */
  40901. diffuseTexture: Nullable<BaseTexture>;
  40902. private _ambientTexture;
  40903. /**
  40904. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40905. */
  40906. ambientTexture: Nullable<BaseTexture>;
  40907. private _opacityTexture;
  40908. /**
  40909. * Define the transparency of the material from a texture.
  40910. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40911. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40912. */
  40913. opacityTexture: Nullable<BaseTexture>;
  40914. private _reflectionTexture;
  40915. /**
  40916. * Define the texture used to display the reflection.
  40917. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40918. */
  40919. reflectionTexture: Nullable<BaseTexture>;
  40920. private _emissiveTexture;
  40921. /**
  40922. * Define texture of the material as if self lit.
  40923. * This will be mixed in the final result even in the absence of light.
  40924. */
  40925. emissiveTexture: Nullable<BaseTexture>;
  40926. private _specularTexture;
  40927. /**
  40928. * Define how the color and intensity of the highlight given by the light in the material.
  40929. */
  40930. specularTexture: Nullable<BaseTexture>;
  40931. private _bumpTexture;
  40932. /**
  40933. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40934. * 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.
  40935. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40936. */
  40937. bumpTexture: Nullable<BaseTexture>;
  40938. private _lightmapTexture;
  40939. /**
  40940. * Complex lighting can be computationally expensive to compute at runtime.
  40941. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40942. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40943. */
  40944. lightmapTexture: Nullable<BaseTexture>;
  40945. private _refractionTexture;
  40946. /**
  40947. * Define the texture used to display the refraction.
  40948. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40949. */
  40950. refractionTexture: Nullable<BaseTexture>;
  40951. /**
  40952. * The color of the material lit by the environmental background lighting.
  40953. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40954. */
  40955. ambientColor: Color3;
  40956. /**
  40957. * The basic color of the material as viewed under a light.
  40958. */
  40959. diffuseColor: Color3;
  40960. /**
  40961. * Define how the color and intensity of the highlight given by the light in the material.
  40962. */
  40963. specularColor: Color3;
  40964. /**
  40965. * Define the color of the material as if self lit.
  40966. * This will be mixed in the final result even in the absence of light.
  40967. */
  40968. emissiveColor: Color3;
  40969. /**
  40970. * Defines how sharp are the highlights in the material.
  40971. * The bigger the value the sharper giving a more glossy feeling to the result.
  40972. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40973. */
  40974. specularPower: number;
  40975. private _useAlphaFromDiffuseTexture;
  40976. /**
  40977. * Does the transparency come from the diffuse texture alpha channel.
  40978. */
  40979. useAlphaFromDiffuseTexture: boolean;
  40980. private _useEmissiveAsIllumination;
  40981. /**
  40982. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40983. */
  40984. useEmissiveAsIllumination: boolean;
  40985. private _linkEmissiveWithDiffuse;
  40986. /**
  40987. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40988. * the emissive level when the final color is close to one.
  40989. */
  40990. linkEmissiveWithDiffuse: boolean;
  40991. private _useSpecularOverAlpha;
  40992. /**
  40993. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40994. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40995. */
  40996. useSpecularOverAlpha: boolean;
  40997. private _useReflectionOverAlpha;
  40998. /**
  40999. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41000. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41001. */
  41002. useReflectionOverAlpha: boolean;
  41003. private _disableLighting;
  41004. /**
  41005. * Does lights from the scene impacts this material.
  41006. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41007. */
  41008. disableLighting: boolean;
  41009. private _useObjectSpaceNormalMap;
  41010. /**
  41011. * Allows using an object space normal map (instead of tangent space).
  41012. */
  41013. useObjectSpaceNormalMap: boolean;
  41014. private _useParallax;
  41015. /**
  41016. * Is parallax enabled or not.
  41017. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41018. */
  41019. useParallax: boolean;
  41020. private _useParallaxOcclusion;
  41021. /**
  41022. * Is parallax occlusion enabled or not.
  41023. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41024. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41025. */
  41026. useParallaxOcclusion: boolean;
  41027. /**
  41028. * 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.
  41029. */
  41030. parallaxScaleBias: number;
  41031. private _roughness;
  41032. /**
  41033. * Helps to define how blurry the reflections should appears in the material.
  41034. */
  41035. roughness: number;
  41036. /**
  41037. * In case of refraction, define the value of the index of refraction.
  41038. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41039. */
  41040. indexOfRefraction: number;
  41041. /**
  41042. * Invert the refraction texture alongside the y axis.
  41043. * It can be useful with procedural textures or probe for instance.
  41044. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41045. */
  41046. invertRefractionY: boolean;
  41047. /**
  41048. * Defines the alpha limits in alpha test mode.
  41049. */
  41050. alphaCutOff: number;
  41051. private _useLightmapAsShadowmap;
  41052. /**
  41053. * In case of light mapping, define whether the map contains light or shadow informations.
  41054. */
  41055. useLightmapAsShadowmap: boolean;
  41056. private _diffuseFresnelParameters;
  41057. /**
  41058. * Define the diffuse fresnel parameters of the material.
  41059. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41060. */
  41061. diffuseFresnelParameters: FresnelParameters;
  41062. private _opacityFresnelParameters;
  41063. /**
  41064. * Define the opacity fresnel parameters of the material.
  41065. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41066. */
  41067. opacityFresnelParameters: FresnelParameters;
  41068. private _reflectionFresnelParameters;
  41069. /**
  41070. * Define the reflection fresnel parameters of the material.
  41071. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41072. */
  41073. reflectionFresnelParameters: FresnelParameters;
  41074. private _refractionFresnelParameters;
  41075. /**
  41076. * Define the refraction fresnel parameters of the material.
  41077. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41078. */
  41079. refractionFresnelParameters: FresnelParameters;
  41080. private _emissiveFresnelParameters;
  41081. /**
  41082. * Define the emissive fresnel parameters of the material.
  41083. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41084. */
  41085. emissiveFresnelParameters: FresnelParameters;
  41086. private _useReflectionFresnelFromSpecular;
  41087. /**
  41088. * If true automatically deducts the fresnels values from the material specularity.
  41089. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41090. */
  41091. useReflectionFresnelFromSpecular: boolean;
  41092. private _useGlossinessFromSpecularMapAlpha;
  41093. /**
  41094. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41095. */
  41096. useGlossinessFromSpecularMapAlpha: boolean;
  41097. private _maxSimultaneousLights;
  41098. /**
  41099. * Defines the maximum number of lights that can be used in the material
  41100. */
  41101. maxSimultaneousLights: number;
  41102. private _invertNormalMapX;
  41103. /**
  41104. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41105. */
  41106. invertNormalMapX: boolean;
  41107. private _invertNormalMapY;
  41108. /**
  41109. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41110. */
  41111. invertNormalMapY: boolean;
  41112. private _twoSidedLighting;
  41113. /**
  41114. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41115. */
  41116. twoSidedLighting: boolean;
  41117. /**
  41118. * Default configuration related to image processing available in the standard Material.
  41119. */
  41120. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41121. /**
  41122. * Gets the image processing configuration used either in this material.
  41123. */
  41124. /**
  41125. * Sets the Default image processing configuration used either in the this material.
  41126. *
  41127. * If sets to null, the scene one is in use.
  41128. */
  41129. imageProcessingConfiguration: ImageProcessingConfiguration;
  41130. /**
  41131. * Keep track of the image processing observer to allow dispose and replace.
  41132. */
  41133. private _imageProcessingObserver;
  41134. /**
  41135. * Attaches a new image processing configuration to the Standard Material.
  41136. * @param configuration
  41137. */
  41138. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41139. /**
  41140. * Gets wether the color curves effect is enabled.
  41141. */
  41142. /**
  41143. * Sets wether the color curves effect is enabled.
  41144. */
  41145. cameraColorCurvesEnabled: boolean;
  41146. /**
  41147. * Gets wether the color grading effect is enabled.
  41148. */
  41149. /**
  41150. * Gets wether the color grading effect is enabled.
  41151. */
  41152. cameraColorGradingEnabled: boolean;
  41153. /**
  41154. * Gets wether tonemapping is enabled or not.
  41155. */
  41156. /**
  41157. * Sets wether tonemapping is enabled or not
  41158. */
  41159. cameraToneMappingEnabled: boolean;
  41160. /**
  41161. * The camera exposure used on this material.
  41162. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41163. * This corresponds to a photographic exposure.
  41164. */
  41165. /**
  41166. * The camera exposure used on this material.
  41167. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41168. * This corresponds to a photographic exposure.
  41169. */
  41170. cameraExposure: number;
  41171. /**
  41172. * Gets The camera contrast used on this material.
  41173. */
  41174. /**
  41175. * Sets The camera contrast used on this material.
  41176. */
  41177. cameraContrast: number;
  41178. /**
  41179. * Gets the Color Grading 2D Lookup Texture.
  41180. */
  41181. /**
  41182. * Sets the Color Grading 2D Lookup Texture.
  41183. */
  41184. cameraColorGradingTexture: Nullable<BaseTexture>;
  41185. /**
  41186. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41187. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41188. * 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;
  41189. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41190. */
  41191. /**
  41192. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41193. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41194. * 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;
  41195. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41196. */
  41197. cameraColorCurves: Nullable<ColorCurves>;
  41198. /**
  41199. * Custom callback helping to override the default shader used in the material.
  41200. */
  41201. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41202. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41203. protected _worldViewProjectionMatrix: Matrix;
  41204. protected _globalAmbientColor: Color3;
  41205. protected _useLogarithmicDepth: boolean;
  41206. /**
  41207. * Instantiates a new standard material.
  41208. * This is the default material used in Babylon. It is the best trade off between quality
  41209. * and performances.
  41210. * @see http://doc.babylonjs.com/babylon101/materials
  41211. * @param name Define the name of the material in the scene
  41212. * @param scene Define the scene the material belong to
  41213. */
  41214. constructor(name: string, scene: Scene);
  41215. /**
  41216. * Gets a boolean indicating that current material needs to register RTT
  41217. */
  41218. readonly hasRenderTargetTextures: boolean;
  41219. /**
  41220. * Gets the current class name of the material e.g. "StandardMaterial"
  41221. * Mainly use in serialization.
  41222. * @returns the class name
  41223. */
  41224. getClassName(): string;
  41225. /**
  41226. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41227. * You can try switching to logarithmic depth.
  41228. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41229. */
  41230. useLogarithmicDepth: boolean;
  41231. /**
  41232. * Specifies if the material will require alpha blending
  41233. * @returns a boolean specifying if alpha blending is needed
  41234. */
  41235. needAlphaBlending(): boolean;
  41236. /**
  41237. * Specifies if this material should be rendered in alpha test mode
  41238. * @returns a boolean specifying if an alpha test is needed.
  41239. */
  41240. needAlphaTesting(): boolean;
  41241. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41242. /**
  41243. * Get the texture used for alpha test purpose.
  41244. * @returns the diffuse texture in case of the standard material.
  41245. */
  41246. getAlphaTestTexture(): Nullable<BaseTexture>;
  41247. /**
  41248. * Get if the submesh is ready to be used and all its information available.
  41249. * Child classes can use it to update shaders
  41250. * @param mesh defines the mesh to check
  41251. * @param subMesh defines which submesh to check
  41252. * @param useInstances specifies that instances should be used
  41253. * @returns a boolean indicating that the submesh is ready or not
  41254. */
  41255. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41256. /**
  41257. * Builds the material UBO layouts.
  41258. * Used internally during the effect preparation.
  41259. */
  41260. buildUniformLayout(): void;
  41261. /**
  41262. * Unbinds the material from the mesh
  41263. */
  41264. unbind(): void;
  41265. /**
  41266. * Binds the submesh to this material by preparing the effect and shader to draw
  41267. * @param world defines the world transformation matrix
  41268. * @param mesh defines the mesh containing the submesh
  41269. * @param subMesh defines the submesh to bind the material to
  41270. */
  41271. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41272. /**
  41273. * Get the list of animatables in the material.
  41274. * @returns the list of animatables object used in the material
  41275. */
  41276. getAnimatables(): IAnimatable[];
  41277. /**
  41278. * Gets the active textures from the material
  41279. * @returns an array of textures
  41280. */
  41281. getActiveTextures(): BaseTexture[];
  41282. /**
  41283. * Specifies if the material uses a texture
  41284. * @param texture defines the texture to check against the material
  41285. * @returns a boolean specifying if the material uses the texture
  41286. */
  41287. hasTexture(texture: BaseTexture): boolean;
  41288. /**
  41289. * Disposes the material
  41290. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41291. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41292. */
  41293. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41294. /**
  41295. * Makes a duplicate of the material, and gives it a new name
  41296. * @param name defines the new name for the duplicated material
  41297. * @returns the cloned material
  41298. */
  41299. clone(name: string): StandardMaterial;
  41300. /**
  41301. * Serializes this material in a JSON representation
  41302. * @returns the serialized material object
  41303. */
  41304. serialize(): any;
  41305. /**
  41306. * Creates a standard material from parsed material data
  41307. * @param source defines the JSON representation of the material
  41308. * @param scene defines the hosting scene
  41309. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41310. * @returns a new standard material
  41311. */
  41312. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41313. /**
  41314. * Are diffuse textures enabled in the application.
  41315. */
  41316. static DiffuseTextureEnabled: boolean;
  41317. /**
  41318. * Are ambient textures enabled in the application.
  41319. */
  41320. static AmbientTextureEnabled: boolean;
  41321. /**
  41322. * Are opacity textures enabled in the application.
  41323. */
  41324. static OpacityTextureEnabled: boolean;
  41325. /**
  41326. * Are reflection textures enabled in the application.
  41327. */
  41328. static ReflectionTextureEnabled: boolean;
  41329. /**
  41330. * Are emissive textures enabled in the application.
  41331. */
  41332. static EmissiveTextureEnabled: boolean;
  41333. /**
  41334. * Are specular textures enabled in the application.
  41335. */
  41336. static SpecularTextureEnabled: boolean;
  41337. /**
  41338. * Are bump textures enabled in the application.
  41339. */
  41340. static BumpTextureEnabled: boolean;
  41341. /**
  41342. * Are lightmap textures enabled in the application.
  41343. */
  41344. static LightmapTextureEnabled: boolean;
  41345. /**
  41346. * Are refraction textures enabled in the application.
  41347. */
  41348. static RefractionTextureEnabled: boolean;
  41349. /**
  41350. * Are color grading textures enabled in the application.
  41351. */
  41352. static ColorGradingTextureEnabled: boolean;
  41353. /**
  41354. * Are fresnels enabled in the application.
  41355. */
  41356. static FresnelEnabled: boolean;
  41357. }
  41358. }
  41359. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41360. import { Scene } from "babylonjs/scene";
  41361. import { Texture } from "babylonjs/Materials/Textures/texture";
  41362. /**
  41363. * A class extending Texture allowing drawing on a texture
  41364. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41365. */
  41366. export class DynamicTexture extends Texture {
  41367. private _generateMipMaps;
  41368. private _canvas;
  41369. private _context;
  41370. private _engine;
  41371. /**
  41372. * Creates a DynamicTexture
  41373. * @param name defines the name of the texture
  41374. * @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
  41375. * @param scene defines the scene where you want the texture
  41376. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41377. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41378. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41379. */
  41380. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41381. /**
  41382. * Get the current class name of the texture useful for serialization or dynamic coding.
  41383. * @returns "DynamicTexture"
  41384. */
  41385. getClassName(): string;
  41386. /**
  41387. * Gets the current state of canRescale
  41388. */
  41389. readonly canRescale: boolean;
  41390. private _recreate;
  41391. /**
  41392. * Scales the texture
  41393. * @param ratio the scale factor to apply to both width and height
  41394. */
  41395. scale(ratio: number): void;
  41396. /**
  41397. * Resizes the texture
  41398. * @param width the new width
  41399. * @param height the new height
  41400. */
  41401. scaleTo(width: number, height: number): void;
  41402. /**
  41403. * Gets the context of the canvas used by the texture
  41404. * @returns the canvas context of the dynamic texture
  41405. */
  41406. getContext(): CanvasRenderingContext2D;
  41407. /**
  41408. * Clears the texture
  41409. */
  41410. clear(): void;
  41411. /**
  41412. * Updates the texture
  41413. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41414. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41415. */
  41416. update(invertY?: boolean, premulAlpha?: boolean): void;
  41417. /**
  41418. * Draws text onto the texture
  41419. * @param text defines the text to be drawn
  41420. * @param x defines the placement of the text from the left
  41421. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41422. * @param font defines the font to be used with font-style, font-size, font-name
  41423. * @param color defines the color used for the text
  41424. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41425. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41426. * @param update defines whether texture is immediately update (default is true)
  41427. */
  41428. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41429. /**
  41430. * Clones the texture
  41431. * @returns the clone of the texture.
  41432. */
  41433. clone(): DynamicTexture;
  41434. /**
  41435. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41436. * @returns a serialized dynamic texture object
  41437. */
  41438. serialize(): any;
  41439. /** @hidden */
  41440. _rebuild(): void;
  41441. }
  41442. }
  41443. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41444. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41445. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41446. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41447. /** @hidden */
  41448. export var imageProcessingPixelShader: {
  41449. name: string;
  41450. shader: string;
  41451. };
  41452. }
  41453. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41454. import { Nullable } from "babylonjs/types";
  41455. import { Color4 } from "babylonjs/Maths/math.color";
  41456. import { Camera } from "babylonjs/Cameras/camera";
  41457. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41458. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41459. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41460. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41461. import { Engine } from "babylonjs/Engines/engine";
  41462. import "babylonjs/Shaders/imageProcessing.fragment";
  41463. import "babylonjs/Shaders/postprocess.vertex";
  41464. /**
  41465. * ImageProcessingPostProcess
  41466. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41467. */
  41468. export class ImageProcessingPostProcess extends PostProcess {
  41469. /**
  41470. * Default configuration related to image processing available in the PBR Material.
  41471. */
  41472. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41473. /**
  41474. * Gets the image processing configuration used either in this material.
  41475. */
  41476. /**
  41477. * Sets the Default image processing configuration used either in the this material.
  41478. *
  41479. * If sets to null, the scene one is in use.
  41480. */
  41481. imageProcessingConfiguration: ImageProcessingConfiguration;
  41482. /**
  41483. * Keep track of the image processing observer to allow dispose and replace.
  41484. */
  41485. private _imageProcessingObserver;
  41486. /**
  41487. * Attaches a new image processing configuration to the PBR Material.
  41488. * @param configuration
  41489. */
  41490. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41491. /**
  41492. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41493. */
  41494. /**
  41495. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41496. */
  41497. colorCurves: Nullable<ColorCurves>;
  41498. /**
  41499. * Gets wether the color curves effect is enabled.
  41500. */
  41501. /**
  41502. * Sets wether the color curves effect is enabled.
  41503. */
  41504. colorCurvesEnabled: boolean;
  41505. /**
  41506. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41507. */
  41508. /**
  41509. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41510. */
  41511. colorGradingTexture: Nullable<BaseTexture>;
  41512. /**
  41513. * Gets wether the color grading effect is enabled.
  41514. */
  41515. /**
  41516. * Gets wether the color grading effect is enabled.
  41517. */
  41518. colorGradingEnabled: boolean;
  41519. /**
  41520. * Gets exposure used in the effect.
  41521. */
  41522. /**
  41523. * Sets exposure used in the effect.
  41524. */
  41525. exposure: number;
  41526. /**
  41527. * Gets wether tonemapping is enabled or not.
  41528. */
  41529. /**
  41530. * Sets wether tonemapping is enabled or not
  41531. */
  41532. toneMappingEnabled: boolean;
  41533. /**
  41534. * Gets the type of tone mapping effect.
  41535. */
  41536. /**
  41537. * Sets the type of tone mapping effect.
  41538. */
  41539. toneMappingType: number;
  41540. /**
  41541. * Gets contrast used in the effect.
  41542. */
  41543. /**
  41544. * Sets contrast used in the effect.
  41545. */
  41546. contrast: number;
  41547. /**
  41548. * Gets Vignette stretch size.
  41549. */
  41550. /**
  41551. * Sets Vignette stretch size.
  41552. */
  41553. vignetteStretch: number;
  41554. /**
  41555. * Gets Vignette centre X Offset.
  41556. */
  41557. /**
  41558. * Sets Vignette centre X Offset.
  41559. */
  41560. vignetteCentreX: number;
  41561. /**
  41562. * Gets Vignette centre Y Offset.
  41563. */
  41564. /**
  41565. * Sets Vignette centre Y Offset.
  41566. */
  41567. vignetteCentreY: number;
  41568. /**
  41569. * Gets Vignette weight or intensity of the vignette effect.
  41570. */
  41571. /**
  41572. * Sets Vignette weight or intensity of the vignette effect.
  41573. */
  41574. vignetteWeight: number;
  41575. /**
  41576. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41577. * if vignetteEnabled is set to true.
  41578. */
  41579. /**
  41580. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41581. * if vignetteEnabled is set to true.
  41582. */
  41583. vignetteColor: Color4;
  41584. /**
  41585. * Gets Camera field of view used by the Vignette effect.
  41586. */
  41587. /**
  41588. * Sets Camera field of view used by the Vignette effect.
  41589. */
  41590. vignetteCameraFov: number;
  41591. /**
  41592. * Gets the vignette blend mode allowing different kind of effect.
  41593. */
  41594. /**
  41595. * Sets the vignette blend mode allowing different kind of effect.
  41596. */
  41597. vignetteBlendMode: number;
  41598. /**
  41599. * Gets wether the vignette effect is enabled.
  41600. */
  41601. /**
  41602. * Sets wether the vignette effect is enabled.
  41603. */
  41604. vignetteEnabled: boolean;
  41605. private _fromLinearSpace;
  41606. /**
  41607. * Gets wether the input of the processing is in Gamma or Linear Space.
  41608. */
  41609. /**
  41610. * Sets wether the input of the processing is in Gamma or Linear Space.
  41611. */
  41612. fromLinearSpace: boolean;
  41613. /**
  41614. * Defines cache preventing GC.
  41615. */
  41616. private _defines;
  41617. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41618. /**
  41619. * "ImageProcessingPostProcess"
  41620. * @returns "ImageProcessingPostProcess"
  41621. */
  41622. getClassName(): string;
  41623. protected _updateParameters(): void;
  41624. dispose(camera?: Camera): void;
  41625. }
  41626. }
  41627. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41628. import { Scene } from "babylonjs/scene";
  41629. import { Color3 } from "babylonjs/Maths/math.color";
  41630. import { Mesh } from "babylonjs/Meshes/mesh";
  41631. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41632. import { Nullable } from "babylonjs/types";
  41633. /**
  41634. * Class containing static functions to help procedurally build meshes
  41635. */
  41636. export class GroundBuilder {
  41637. /**
  41638. * Creates a ground mesh
  41639. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41640. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41641. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41642. * @param name defines the name of the mesh
  41643. * @param options defines the options used to create the mesh
  41644. * @param scene defines the hosting scene
  41645. * @returns the ground mesh
  41646. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41647. */
  41648. static CreateGround(name: string, options: {
  41649. width?: number;
  41650. height?: number;
  41651. subdivisions?: number;
  41652. subdivisionsX?: number;
  41653. subdivisionsY?: number;
  41654. updatable?: boolean;
  41655. }, scene: any): Mesh;
  41656. /**
  41657. * Creates a tiled ground mesh
  41658. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41659. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41660. * * 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
  41661. * * 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
  41662. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41663. * @param name defines the name of the mesh
  41664. * @param options defines the options used to create the mesh
  41665. * @param scene defines the hosting scene
  41666. * @returns the tiled ground mesh
  41667. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41668. */
  41669. static CreateTiledGround(name: string, options: {
  41670. xmin: number;
  41671. zmin: number;
  41672. xmax: number;
  41673. zmax: number;
  41674. subdivisions?: {
  41675. w: number;
  41676. h: number;
  41677. };
  41678. precision?: {
  41679. w: number;
  41680. h: number;
  41681. };
  41682. updatable?: boolean;
  41683. }, scene?: Nullable<Scene>): Mesh;
  41684. /**
  41685. * Creates a ground mesh from a height map
  41686. * * The parameter `url` sets the URL of the height map image resource.
  41687. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41688. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41689. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41690. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41691. * * 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.
  41692. * * 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).
  41693. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41694. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41695. * @param name defines the name of the mesh
  41696. * @param url defines the url to the height map
  41697. * @param options defines the options used to create the mesh
  41698. * @param scene defines the hosting scene
  41699. * @returns the ground mesh
  41700. * @see https://doc.babylonjs.com/babylon101/height_map
  41701. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41702. */
  41703. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41704. width?: number;
  41705. height?: number;
  41706. subdivisions?: number;
  41707. minHeight?: number;
  41708. maxHeight?: number;
  41709. colorFilter?: Color3;
  41710. alphaFilter?: number;
  41711. updatable?: boolean;
  41712. onReady?: (mesh: GroundMesh) => void;
  41713. }, scene?: Nullable<Scene>): GroundMesh;
  41714. }
  41715. }
  41716. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41717. import { Vector4 } from "babylonjs/Maths/math.vector";
  41718. import { Mesh } from "babylonjs/Meshes/mesh";
  41719. /**
  41720. * Class containing static functions to help procedurally build meshes
  41721. */
  41722. export class TorusBuilder {
  41723. /**
  41724. * Creates a torus mesh
  41725. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41726. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41727. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41728. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41729. * * 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
  41730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41731. * @param name defines the name of the mesh
  41732. * @param options defines the options used to create the mesh
  41733. * @param scene defines the hosting scene
  41734. * @returns the torus mesh
  41735. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41736. */
  41737. static CreateTorus(name: string, options: {
  41738. diameter?: number;
  41739. thickness?: number;
  41740. tessellation?: number;
  41741. updatable?: boolean;
  41742. sideOrientation?: number;
  41743. frontUVs?: Vector4;
  41744. backUVs?: Vector4;
  41745. }, scene: any): Mesh;
  41746. }
  41747. }
  41748. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41749. import { Vector4 } from "babylonjs/Maths/math.vector";
  41750. import { Color4 } from "babylonjs/Maths/math.color";
  41751. import { Mesh } from "babylonjs/Meshes/mesh";
  41752. /**
  41753. * Class containing static functions to help procedurally build meshes
  41754. */
  41755. export class CylinderBuilder {
  41756. /**
  41757. * Creates a cylinder or a cone mesh
  41758. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41759. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41760. * * 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.
  41761. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41762. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41763. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41764. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41765. * * 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).
  41766. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41767. * * 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).
  41768. * * 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
  41769. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41770. * * 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
  41771. * * 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.
  41772. * * If `enclose` is false, a ring surface is one element.
  41773. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41774. * * 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
  41775. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41776. * * 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
  41777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41778. * @param name defines the name of the mesh
  41779. * @param options defines the options used to create the mesh
  41780. * @param scene defines the hosting scene
  41781. * @returns the cylinder mesh
  41782. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41783. */
  41784. static CreateCylinder(name: string, options: {
  41785. height?: number;
  41786. diameterTop?: number;
  41787. diameterBottom?: number;
  41788. diameter?: number;
  41789. tessellation?: number;
  41790. subdivisions?: number;
  41791. arc?: number;
  41792. faceColors?: Color4[];
  41793. faceUV?: Vector4[];
  41794. updatable?: boolean;
  41795. hasRings?: boolean;
  41796. enclose?: boolean;
  41797. cap?: number;
  41798. sideOrientation?: number;
  41799. frontUVs?: Vector4;
  41800. backUVs?: Vector4;
  41801. }, scene: any): Mesh;
  41802. }
  41803. }
  41804. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41805. import { Observable } from "babylonjs/Misc/observable";
  41806. import { Nullable } from "babylonjs/types";
  41807. import { Camera } from "babylonjs/Cameras/camera";
  41808. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41809. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41810. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41811. import { Scene } from "babylonjs/scene";
  41812. import { Vector3 } from "babylonjs/Maths/math.vector";
  41813. import { Color3 } from "babylonjs/Maths/math.color";
  41814. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41816. import { Mesh } from "babylonjs/Meshes/mesh";
  41817. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41818. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41819. import "babylonjs/Meshes/Builders/groundBuilder";
  41820. import "babylonjs/Meshes/Builders/torusBuilder";
  41821. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41822. import "babylonjs/Gamepads/gamepadSceneComponent";
  41823. import "babylonjs/Animations/animatable";
  41824. /**
  41825. * Options to modify the vr teleportation behavior.
  41826. */
  41827. export interface VRTeleportationOptions {
  41828. /**
  41829. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41830. */
  41831. floorMeshName?: string;
  41832. /**
  41833. * A list of meshes to be used as the teleportation floor. (default: empty)
  41834. */
  41835. floorMeshes?: Mesh[];
  41836. }
  41837. /**
  41838. * Options to modify the vr experience helper's behavior.
  41839. */
  41840. export interface VRExperienceHelperOptions extends WebVROptions {
  41841. /**
  41842. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41843. */
  41844. createDeviceOrientationCamera?: boolean;
  41845. /**
  41846. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41847. */
  41848. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41849. /**
  41850. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41851. */
  41852. laserToggle?: boolean;
  41853. /**
  41854. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41855. */
  41856. floorMeshes?: Mesh[];
  41857. /**
  41858. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41859. */
  41860. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41861. }
  41862. /**
  41863. * Event containing information after VR has been entered
  41864. */
  41865. export class OnAfterEnteringVRObservableEvent {
  41866. /**
  41867. * If entering vr was successful
  41868. */
  41869. success: boolean;
  41870. }
  41871. /**
  41872. * Helps to quickly add VR support to an existing scene.
  41873. * See http://doc.babylonjs.com/how_to/webvr_helper
  41874. */
  41875. export class VRExperienceHelper {
  41876. /** Options to modify the vr experience helper's behavior. */
  41877. webVROptions: VRExperienceHelperOptions;
  41878. private _scene;
  41879. private _position;
  41880. private _btnVR;
  41881. private _btnVRDisplayed;
  41882. private _webVRsupported;
  41883. private _webVRready;
  41884. private _webVRrequesting;
  41885. private _webVRpresenting;
  41886. private _hasEnteredVR;
  41887. private _fullscreenVRpresenting;
  41888. private _canvas;
  41889. private _webVRCamera;
  41890. private _vrDeviceOrientationCamera;
  41891. private _deviceOrientationCamera;
  41892. private _existingCamera;
  41893. private _onKeyDown;
  41894. private _onVrDisplayPresentChange;
  41895. private _onVRDisplayChanged;
  41896. private _onVRRequestPresentStart;
  41897. private _onVRRequestPresentComplete;
  41898. /**
  41899. * 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)
  41900. */
  41901. enableGazeEvenWhenNoPointerLock: boolean;
  41902. /**
  41903. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41904. */
  41905. exitVROnDoubleTap: boolean;
  41906. /**
  41907. * Observable raised right before entering VR.
  41908. */
  41909. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41910. /**
  41911. * Observable raised when entering VR has completed.
  41912. */
  41913. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41914. /**
  41915. * Observable raised when exiting VR.
  41916. */
  41917. onExitingVRObservable: Observable<VRExperienceHelper>;
  41918. /**
  41919. * Observable raised when controller mesh is loaded.
  41920. */
  41921. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41922. /** Return this.onEnteringVRObservable
  41923. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41924. */
  41925. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41926. /** Return this.onExitingVRObservable
  41927. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41928. */
  41929. readonly onExitingVR: Observable<VRExperienceHelper>;
  41930. /** Return this.onControllerMeshLoadedObservable
  41931. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41932. */
  41933. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41934. private _rayLength;
  41935. private _useCustomVRButton;
  41936. private _teleportationRequested;
  41937. private _teleportActive;
  41938. private _floorMeshName;
  41939. private _floorMeshesCollection;
  41940. private _rotationAllowed;
  41941. private _teleportBackwardsVector;
  41942. private _teleportationTarget;
  41943. private _isDefaultTeleportationTarget;
  41944. private _postProcessMove;
  41945. private _teleportationFillColor;
  41946. private _teleportationBorderColor;
  41947. private _rotationAngle;
  41948. private _haloCenter;
  41949. private _cameraGazer;
  41950. private _padSensibilityUp;
  41951. private _padSensibilityDown;
  41952. private _leftController;
  41953. private _rightController;
  41954. /**
  41955. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41956. */
  41957. onNewMeshSelected: Observable<AbstractMesh>;
  41958. /**
  41959. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41960. */
  41961. onNewMeshPicked: Observable<PickingInfo>;
  41962. private _circleEase;
  41963. /**
  41964. * Observable raised before camera teleportation
  41965. */
  41966. onBeforeCameraTeleport: Observable<Vector3>;
  41967. /**
  41968. * Observable raised after camera teleportation
  41969. */
  41970. onAfterCameraTeleport: Observable<Vector3>;
  41971. /**
  41972. * Observable raised when current selected mesh gets unselected
  41973. */
  41974. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41975. private _raySelectionPredicate;
  41976. /**
  41977. * To be optionaly changed by user to define custom ray selection
  41978. */
  41979. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41980. /**
  41981. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41982. */
  41983. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41984. /**
  41985. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41986. */
  41987. teleportationEnabled: boolean;
  41988. private _defaultHeight;
  41989. private _teleportationInitialized;
  41990. private _interactionsEnabled;
  41991. private _interactionsRequested;
  41992. private _displayGaze;
  41993. private _displayLaserPointer;
  41994. /**
  41995. * The mesh used to display where the user is going to teleport.
  41996. */
  41997. /**
  41998. * Sets the mesh to be used to display where the user is going to teleport.
  41999. */
  42000. teleportationTarget: Mesh;
  42001. /**
  42002. * 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
  42003. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42004. * See http://doc.babylonjs.com/resources/baking_transformations
  42005. */
  42006. gazeTrackerMesh: Mesh;
  42007. /**
  42008. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42009. */
  42010. updateGazeTrackerScale: boolean;
  42011. /**
  42012. * If the gaze trackers color should be updated when selecting meshes
  42013. */
  42014. updateGazeTrackerColor: boolean;
  42015. /**
  42016. * The gaze tracking mesh corresponding to the left controller
  42017. */
  42018. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42019. /**
  42020. * The gaze tracking mesh corresponding to the right controller
  42021. */
  42022. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42023. /**
  42024. * If the ray of the gaze should be displayed.
  42025. */
  42026. /**
  42027. * Sets if the ray of the gaze should be displayed.
  42028. */
  42029. displayGaze: boolean;
  42030. /**
  42031. * If the ray of the LaserPointer should be displayed.
  42032. */
  42033. /**
  42034. * Sets if the ray of the LaserPointer should be displayed.
  42035. */
  42036. displayLaserPointer: boolean;
  42037. /**
  42038. * The deviceOrientationCamera used as the camera when not in VR.
  42039. */
  42040. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42041. /**
  42042. * Based on the current WebVR support, returns the current VR camera used.
  42043. */
  42044. readonly currentVRCamera: Nullable<Camera>;
  42045. /**
  42046. * The webVRCamera which is used when in VR.
  42047. */
  42048. readonly webVRCamera: WebVRFreeCamera;
  42049. /**
  42050. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42051. */
  42052. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42053. /**
  42054. * The html button that is used to trigger entering into VR.
  42055. */
  42056. readonly vrButton: Nullable<HTMLButtonElement>;
  42057. private readonly _teleportationRequestInitiated;
  42058. /**
  42059. * Defines wether or not Pointer lock should be requested when switching to
  42060. * full screen.
  42061. */
  42062. requestPointerLockOnFullScreen: boolean;
  42063. /**
  42064. * Instantiates a VRExperienceHelper.
  42065. * Helps to quickly add VR support to an existing scene.
  42066. * @param scene The scene the VRExperienceHelper belongs to.
  42067. * @param webVROptions Options to modify the vr experience helper's behavior.
  42068. */
  42069. constructor(scene: Scene,
  42070. /** Options to modify the vr experience helper's behavior. */
  42071. webVROptions?: VRExperienceHelperOptions);
  42072. private _onDefaultMeshLoaded;
  42073. private _onResize;
  42074. private _onFullscreenChange;
  42075. /**
  42076. * Gets a value indicating if we are currently in VR mode.
  42077. */
  42078. readonly isInVRMode: boolean;
  42079. private onVrDisplayPresentChange;
  42080. private onVRDisplayChanged;
  42081. private moveButtonToBottomRight;
  42082. private displayVRButton;
  42083. private updateButtonVisibility;
  42084. private _cachedAngularSensibility;
  42085. /**
  42086. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42087. * Otherwise, will use the fullscreen API.
  42088. */
  42089. enterVR(): void;
  42090. /**
  42091. * Attempt to exit VR, or fullscreen.
  42092. */
  42093. exitVR(): void;
  42094. /**
  42095. * The position of the vr experience helper.
  42096. */
  42097. /**
  42098. * Sets the position of the vr experience helper.
  42099. */
  42100. position: Vector3;
  42101. /**
  42102. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42103. */
  42104. enableInteractions(): void;
  42105. private readonly _noControllerIsActive;
  42106. private beforeRender;
  42107. private _isTeleportationFloor;
  42108. /**
  42109. * Adds a floor mesh to be used for teleportation.
  42110. * @param floorMesh the mesh to be used for teleportation.
  42111. */
  42112. addFloorMesh(floorMesh: Mesh): void;
  42113. /**
  42114. * Removes a floor mesh from being used for teleportation.
  42115. * @param floorMesh the mesh to be removed.
  42116. */
  42117. removeFloorMesh(floorMesh: Mesh): void;
  42118. /**
  42119. * Enables interactions and teleportation using the VR controllers and gaze.
  42120. * @param vrTeleportationOptions options to modify teleportation behavior.
  42121. */
  42122. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42123. private _onNewGamepadConnected;
  42124. private _tryEnableInteractionOnController;
  42125. private _onNewGamepadDisconnected;
  42126. private _enableInteractionOnController;
  42127. private _checkTeleportWithRay;
  42128. private _checkRotate;
  42129. private _checkTeleportBackwards;
  42130. private _enableTeleportationOnController;
  42131. private _createTeleportationCircles;
  42132. private _displayTeleportationTarget;
  42133. private _hideTeleportationTarget;
  42134. private _rotateCamera;
  42135. private _moveTeleportationSelectorTo;
  42136. private _workingVector;
  42137. private _workingQuaternion;
  42138. private _workingMatrix;
  42139. /**
  42140. * Teleports the users feet to the desired location
  42141. * @param location The location where the user's feet should be placed
  42142. */
  42143. teleportCamera(location: Vector3): void;
  42144. private _convertNormalToDirectionOfRay;
  42145. private _castRayAndSelectObject;
  42146. private _notifySelectedMeshUnselected;
  42147. /**
  42148. * Sets the color of the laser ray from the vr controllers.
  42149. * @param color new color for the ray.
  42150. */
  42151. changeLaserColor(color: Color3): void;
  42152. /**
  42153. * Sets the color of the ray from the vr headsets gaze.
  42154. * @param color new color for the ray.
  42155. */
  42156. changeGazeColor(color: Color3): void;
  42157. /**
  42158. * Exits VR and disposes of the vr experience helper
  42159. */
  42160. dispose(): void;
  42161. /**
  42162. * Gets the name of the VRExperienceHelper class
  42163. * @returns "VRExperienceHelper"
  42164. */
  42165. getClassName(): string;
  42166. }
  42167. }
  42168. declare module "babylonjs/Cameras/VR/index" {
  42169. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42170. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42171. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42172. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42173. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42174. export * from "babylonjs/Cameras/VR/webVRCamera";
  42175. }
  42176. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42177. import { Observable } from "babylonjs/Misc/observable";
  42178. import { Nullable } from "babylonjs/types";
  42179. import { IDisposable, Scene } from "babylonjs/scene";
  42180. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42181. /**
  42182. * Manages an XRSession to work with Babylon's engine
  42183. * @see https://doc.babylonjs.com/how_to/webxr
  42184. */
  42185. export class WebXRSessionManager implements IDisposable {
  42186. private scene;
  42187. /**
  42188. * Fires every time a new xrFrame arrives which can be used to update the camera
  42189. */
  42190. onXRFrameObservable: Observable<any>;
  42191. /**
  42192. * Fires when the xr session is ended either by the device or manually done
  42193. */
  42194. onXRSessionEnded: Observable<any>;
  42195. /**
  42196. * Underlying xr session
  42197. */
  42198. session: XRSession;
  42199. /**
  42200. * Type of reference space used when creating the session
  42201. */
  42202. referenceSpace: XRReferenceSpace;
  42203. /** @hidden */
  42204. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42205. /**
  42206. * Current XR frame
  42207. */
  42208. currentFrame: Nullable<XRFrame>;
  42209. private _xrNavigator;
  42210. private baseLayer;
  42211. /**
  42212. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42213. * @param scene The scene which the session should be created for
  42214. */
  42215. constructor(scene: Scene);
  42216. /**
  42217. * Initializes the manager
  42218. * After initialization enterXR can be called to start an XR session
  42219. * @returns Promise which resolves after it is initialized
  42220. */
  42221. initializeAsync(): Promise<void>;
  42222. /**
  42223. * Initializes an xr session
  42224. * @param xrSessionMode mode to initialize
  42225. * @returns a promise which will resolve once the session has been initialized
  42226. */
  42227. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42228. /**
  42229. * Sets the reference space on the xr session
  42230. * @param referenceSpace space to set
  42231. * @returns a promise that will resolve once the reference space has been set
  42232. */
  42233. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42234. /**
  42235. * Updates the render state of the session
  42236. * @param state state to set
  42237. * @returns a promise that resolves once the render state has been updated
  42238. */
  42239. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42240. /**
  42241. * Starts rendering to the xr layer
  42242. * @returns a promise that will resolve once rendering has started
  42243. */
  42244. startRenderingToXRAsync(): Promise<void>;
  42245. /**
  42246. * Stops the xrSession and restores the renderloop
  42247. * @returns Promise which resolves after it exits XR
  42248. */
  42249. exitXRAsync(): Promise<unknown>;
  42250. /**
  42251. * Checks if a session would be supported for the creation options specified
  42252. * @param sessionMode session mode to check if supported eg. immersive-vr
  42253. * @returns true if supported
  42254. */
  42255. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42256. /**
  42257. * @hidden
  42258. * Converts the render layer of xrSession to a render target
  42259. * @param session session to create render target for
  42260. * @param scene scene the new render target should be created for
  42261. */
  42262. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42263. /**
  42264. * Disposes of the session manager
  42265. */
  42266. dispose(): void;
  42267. }
  42268. }
  42269. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42270. import { Scene } from "babylonjs/scene";
  42271. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42272. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42273. /**
  42274. * WebXR Camera which holds the views for the xrSession
  42275. * @see https://doc.babylonjs.com/how_to/webxr
  42276. */
  42277. export class WebXRCamera extends FreeCamera {
  42278. private static _TmpMatrix;
  42279. /**
  42280. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42281. * @param name the name of the camera
  42282. * @param scene the scene to add the camera to
  42283. */
  42284. constructor(name: string, scene: Scene);
  42285. private _updateNumberOfRigCameras;
  42286. /** @hidden */
  42287. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42288. /**
  42289. * Updates the cameras position from the current pose information of the XR session
  42290. * @param xrSessionManager the session containing pose information
  42291. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42292. */
  42293. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42294. }
  42295. }
  42296. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42297. import { Nullable } from "babylonjs/types";
  42298. import { IDisposable } from "babylonjs/scene";
  42299. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42300. /**
  42301. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42302. */
  42303. export class WebXRManagedOutputCanvas implements IDisposable {
  42304. private helper;
  42305. private _canvas;
  42306. /**
  42307. * xrpresent context of the canvas which can be used to display/mirror xr content
  42308. */
  42309. canvasContext: WebGLRenderingContext;
  42310. /**
  42311. * xr layer for the canvas
  42312. */
  42313. xrLayer: Nullable<XRWebGLLayer>;
  42314. /**
  42315. * Initializes the xr layer for the session
  42316. * @param xrSession xr session
  42317. * @returns a promise that will resolve once the XR Layer has been created
  42318. */
  42319. initializeXRLayerAsync(xrSession: any): any;
  42320. /**
  42321. * Initializes the canvas to be added/removed upon entering/exiting xr
  42322. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42323. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42324. */
  42325. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42326. /**
  42327. * Disposes of the object
  42328. */
  42329. dispose(): void;
  42330. private _setManagedOutputCanvas;
  42331. private _addCanvas;
  42332. private _removeCanvas;
  42333. }
  42334. }
  42335. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42336. import { Observable } from "babylonjs/Misc/observable";
  42337. import { IDisposable, Scene } from "babylonjs/scene";
  42338. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42339. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42340. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42341. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42342. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42343. /**
  42344. * States of the webXR experience
  42345. */
  42346. export enum WebXRState {
  42347. /**
  42348. * Transitioning to being in XR mode
  42349. */
  42350. ENTERING_XR = 0,
  42351. /**
  42352. * Transitioning to non XR mode
  42353. */
  42354. EXITING_XR = 1,
  42355. /**
  42356. * In XR mode and presenting
  42357. */
  42358. IN_XR = 2,
  42359. /**
  42360. * Not entered XR mode
  42361. */
  42362. NOT_IN_XR = 3
  42363. }
  42364. /**
  42365. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42366. * @see https://doc.babylonjs.com/how_to/webxr
  42367. */
  42368. export class WebXRExperienceHelper implements IDisposable {
  42369. private scene;
  42370. /**
  42371. * 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
  42372. */
  42373. container: AbstractMesh;
  42374. /**
  42375. * Camera used to render xr content
  42376. */
  42377. camera: WebXRCamera;
  42378. /**
  42379. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42380. */
  42381. state: WebXRState;
  42382. private _setState;
  42383. private static _TmpVector;
  42384. /**
  42385. * Fires when the state of the experience helper has changed
  42386. */
  42387. onStateChangedObservable: Observable<WebXRState>;
  42388. /** Session manager used to keep track of xr session */
  42389. sessionManager: WebXRSessionManager;
  42390. private _nonVRCamera;
  42391. private _originalSceneAutoClear;
  42392. private _supported;
  42393. /**
  42394. * Creates the experience helper
  42395. * @param scene the scene to attach the experience helper to
  42396. * @returns a promise for the experience helper
  42397. */
  42398. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42399. /**
  42400. * Creates a WebXRExperienceHelper
  42401. * @param scene The scene the helper should be created in
  42402. */
  42403. private constructor();
  42404. /**
  42405. * Exits XR mode and returns the scene to its original state
  42406. * @returns promise that resolves after xr mode has exited
  42407. */
  42408. exitXRAsync(): Promise<unknown>;
  42409. /**
  42410. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42411. * @param sessionCreationOptions options for the XR session
  42412. * @param referenceSpaceType frame of reference of the XR session
  42413. * @param outputCanvas the output canvas that will be used to enter XR mode
  42414. * @returns promise that resolves after xr mode has entered
  42415. */
  42416. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42417. /**
  42418. * Updates the global position of the camera by moving the camera's container
  42419. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42420. * @param position The desired global position of the camera
  42421. */
  42422. setPositionOfCameraUsingContainer(position: Vector3): void;
  42423. /**
  42424. * Rotates the xr camera by rotating the camera's container around the camera's position
  42425. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42426. * @param rotation the desired quaternion rotation to apply to the camera
  42427. */
  42428. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42429. /**
  42430. * Disposes of the experience helper
  42431. */
  42432. dispose(): void;
  42433. }
  42434. }
  42435. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42436. import { Nullable } from "babylonjs/types";
  42437. import { Observable } from "babylonjs/Misc/observable";
  42438. import { IDisposable, Scene } from "babylonjs/scene";
  42439. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42440. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42441. /**
  42442. * Button which can be used to enter a different mode of XR
  42443. */
  42444. export class WebXREnterExitUIButton {
  42445. /** button element */
  42446. element: HTMLElement;
  42447. /** XR initialization options for the button */
  42448. sessionMode: XRSessionMode;
  42449. /** Reference space type */
  42450. referenceSpaceType: XRReferenceSpaceType;
  42451. /**
  42452. * Creates a WebXREnterExitUIButton
  42453. * @param element button element
  42454. * @param sessionMode XR initialization session mode
  42455. * @param referenceSpaceType the type of reference space to be used
  42456. */
  42457. constructor(
  42458. /** button element */
  42459. element: HTMLElement,
  42460. /** XR initialization options for the button */
  42461. sessionMode: XRSessionMode,
  42462. /** Reference space type */
  42463. referenceSpaceType: XRReferenceSpaceType);
  42464. /**
  42465. * Overwritable function which can be used to update the button's visuals when the state changes
  42466. * @param activeButton the current active button in the UI
  42467. */
  42468. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42469. }
  42470. /**
  42471. * Options to create the webXR UI
  42472. */
  42473. export class WebXREnterExitUIOptions {
  42474. /**
  42475. * Context to enter xr with
  42476. */
  42477. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42478. /**
  42479. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42480. */
  42481. customButtons?: Array<WebXREnterExitUIButton>;
  42482. }
  42483. /**
  42484. * UI to allow the user to enter/exit XR mode
  42485. */
  42486. export class WebXREnterExitUI implements IDisposable {
  42487. private scene;
  42488. private _overlay;
  42489. private _buttons;
  42490. private _activeButton;
  42491. /**
  42492. * Fired every time the active button is changed.
  42493. *
  42494. * When xr is entered via a button that launches xr that button will be the callback parameter
  42495. *
  42496. * When exiting xr the callback parameter will be null)
  42497. */
  42498. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42499. /**
  42500. * Creates UI to allow the user to enter/exit XR mode
  42501. * @param scene the scene to add the ui to
  42502. * @param helper the xr experience helper to enter/exit xr with
  42503. * @param options options to configure the UI
  42504. * @returns the created ui
  42505. */
  42506. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42507. private constructor();
  42508. private _updateButtons;
  42509. /**
  42510. * Disposes of the object
  42511. */
  42512. dispose(): void;
  42513. }
  42514. }
  42515. declare module "babylonjs/Cameras/XR/webXRController" {
  42516. import { Nullable } from "babylonjs/types";
  42517. import { Observable } from "babylonjs/Misc/observable";
  42518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42519. import { Ray } from "babylonjs/Culling/ray";
  42520. import { Scene } from "babylonjs/scene";
  42521. /**
  42522. * Represents an XR input
  42523. */
  42524. export class WebXRController {
  42525. private scene;
  42526. /** The underlying input source for the controller */
  42527. inputSource: XRInputSource;
  42528. private parentContainer;
  42529. /**
  42530. * 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
  42531. */
  42532. grip?: AbstractMesh;
  42533. /**
  42534. * Pointer which can be used to select objects or attach a visible laser to
  42535. */
  42536. pointer: AbstractMesh;
  42537. /**
  42538. * Event that fires when the controller is removed/disposed
  42539. */
  42540. onDisposeObservable: Observable<{}>;
  42541. private _tmpMatrix;
  42542. private _tmpQuaternion;
  42543. private _tmpVector;
  42544. /**
  42545. * Creates the controller
  42546. * @see https://doc.babylonjs.com/how_to/webxr
  42547. * @param scene the scene which the controller should be associated to
  42548. * @param inputSource the underlying input source for the controller
  42549. * @param parentContainer parent that the controller meshes should be children of
  42550. */
  42551. constructor(scene: Scene,
  42552. /** The underlying input source for the controller */
  42553. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42554. /**
  42555. * Updates the controller pose based on the given XRFrame
  42556. * @param xrFrame xr frame to update the pose with
  42557. * @param referenceSpace reference space to use
  42558. */
  42559. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42560. /**
  42561. * Gets a world space ray coming from the controller
  42562. * @param result the resulting ray
  42563. */
  42564. getWorldPointerRayToRef(result: Ray): void;
  42565. /**
  42566. * Disposes of the object
  42567. */
  42568. dispose(): void;
  42569. }
  42570. }
  42571. declare module "babylonjs/Cameras/XR/webXRInput" {
  42572. import { Observable } from "babylonjs/Misc/observable";
  42573. import { IDisposable } from "babylonjs/scene";
  42574. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42575. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42576. /**
  42577. * XR input used to track XR inputs such as controllers/rays
  42578. */
  42579. export class WebXRInput implements IDisposable {
  42580. /**
  42581. * Base experience the input listens to
  42582. */
  42583. baseExperience: WebXRExperienceHelper;
  42584. /**
  42585. * XR controllers being tracked
  42586. */
  42587. controllers: Array<WebXRController>;
  42588. private _frameObserver;
  42589. private _stateObserver;
  42590. /**
  42591. * Event when a controller has been connected/added
  42592. */
  42593. onControllerAddedObservable: Observable<WebXRController>;
  42594. /**
  42595. * Event when a controller has been removed/disconnected
  42596. */
  42597. onControllerRemovedObservable: Observable<WebXRController>;
  42598. /**
  42599. * Initializes the WebXRInput
  42600. * @param baseExperience experience helper which the input should be created for
  42601. */
  42602. constructor(
  42603. /**
  42604. * Base experience the input listens to
  42605. */
  42606. baseExperience: WebXRExperienceHelper);
  42607. private _onInputSourcesChange;
  42608. private _addAndRemoveControllers;
  42609. /**
  42610. * Disposes of the object
  42611. */
  42612. dispose(): void;
  42613. }
  42614. }
  42615. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42616. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42617. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42618. /**
  42619. * Enables teleportation
  42620. */
  42621. export class WebXRControllerTeleportation {
  42622. private _teleportationFillColor;
  42623. private _teleportationBorderColor;
  42624. private _tmpRay;
  42625. private _tmpVector;
  42626. /**
  42627. * Creates a WebXRControllerTeleportation
  42628. * @param input input manager to add teleportation to
  42629. * @param floorMeshes floormeshes which can be teleported to
  42630. */
  42631. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42632. }
  42633. }
  42634. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42635. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42636. /**
  42637. * Handles pointer input automatically for the pointer of XR controllers
  42638. */
  42639. export class WebXRControllerPointerSelection {
  42640. private static _idCounter;
  42641. private _tmpRay;
  42642. /**
  42643. * Creates a WebXRControllerPointerSelection
  42644. * @param input input manager to setup pointer selection
  42645. */
  42646. constructor(input: WebXRInput);
  42647. private _convertNormalToDirectionOfRay;
  42648. private _updatePointerDistance;
  42649. }
  42650. }
  42651. declare module "babylonjs/Loading/sceneLoader" {
  42652. import { Observable } from "babylonjs/Misc/observable";
  42653. import { Nullable } from "babylonjs/types";
  42654. import { Scene } from "babylonjs/scene";
  42655. import { Engine } from "babylonjs/Engines/engine";
  42656. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42657. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42658. import { AssetContainer } from "babylonjs/assetContainer";
  42659. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42660. import { Skeleton } from "babylonjs/Bones/skeleton";
  42661. /**
  42662. * Class used to represent data loading progression
  42663. */
  42664. export class SceneLoaderProgressEvent {
  42665. /** defines if data length to load can be evaluated */
  42666. readonly lengthComputable: boolean;
  42667. /** defines the loaded data length */
  42668. readonly loaded: number;
  42669. /** defines the data length to load */
  42670. readonly total: number;
  42671. /**
  42672. * Create a new progress event
  42673. * @param lengthComputable defines if data length to load can be evaluated
  42674. * @param loaded defines the loaded data length
  42675. * @param total defines the data length to load
  42676. */
  42677. constructor(
  42678. /** defines if data length to load can be evaluated */
  42679. lengthComputable: boolean,
  42680. /** defines the loaded data length */
  42681. loaded: number,
  42682. /** defines the data length to load */
  42683. total: number);
  42684. /**
  42685. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42686. * @param event defines the source event
  42687. * @returns a new SceneLoaderProgressEvent
  42688. */
  42689. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42690. }
  42691. /**
  42692. * Interface used by SceneLoader plugins to define supported file extensions
  42693. */
  42694. export interface ISceneLoaderPluginExtensions {
  42695. /**
  42696. * Defines the list of supported extensions
  42697. */
  42698. [extension: string]: {
  42699. isBinary: boolean;
  42700. };
  42701. }
  42702. /**
  42703. * Interface used by SceneLoader plugin factory
  42704. */
  42705. export interface ISceneLoaderPluginFactory {
  42706. /**
  42707. * Defines the name of the factory
  42708. */
  42709. name: string;
  42710. /**
  42711. * Function called to create a new plugin
  42712. * @return the new plugin
  42713. */
  42714. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42715. /**
  42716. * Boolean indicating if the plugin can direct load specific data
  42717. */
  42718. canDirectLoad?: (data: string) => boolean;
  42719. }
  42720. /**
  42721. * Interface used to define a SceneLoader plugin
  42722. */
  42723. export interface ISceneLoaderPlugin {
  42724. /**
  42725. * The friendly name of this plugin.
  42726. */
  42727. name: string;
  42728. /**
  42729. * The file extensions supported by this plugin.
  42730. */
  42731. extensions: string | ISceneLoaderPluginExtensions;
  42732. /**
  42733. * Import meshes into a scene.
  42734. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42735. * @param scene The scene to import into
  42736. * @param data The data to import
  42737. * @param rootUrl The root url for scene and resources
  42738. * @param meshes The meshes array to import into
  42739. * @param particleSystems The particle systems array to import into
  42740. * @param skeletons The skeletons array to import into
  42741. * @param onError The callback when import fails
  42742. * @returns True if successful or false otherwise
  42743. */
  42744. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42745. /**
  42746. * Load into a scene.
  42747. * @param scene The scene to load into
  42748. * @param data The data to import
  42749. * @param rootUrl The root url for scene and resources
  42750. * @param onError The callback when import fails
  42751. * @returns true if successful or false otherwise
  42752. */
  42753. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42754. /**
  42755. * The callback that returns true if the data can be directly loaded.
  42756. */
  42757. canDirectLoad?: (data: string) => boolean;
  42758. /**
  42759. * The callback that allows custom handling of the root url based on the response url.
  42760. */
  42761. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42762. /**
  42763. * Load into an asset container.
  42764. * @param scene The scene to load into
  42765. * @param data The data to import
  42766. * @param rootUrl The root url for scene and resources
  42767. * @param onError The callback when import fails
  42768. * @returns The loaded asset container
  42769. */
  42770. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42771. }
  42772. /**
  42773. * Interface used to define an async SceneLoader plugin
  42774. */
  42775. export interface ISceneLoaderPluginAsync {
  42776. /**
  42777. * The friendly name of this plugin.
  42778. */
  42779. name: string;
  42780. /**
  42781. * The file extensions supported by this plugin.
  42782. */
  42783. extensions: string | ISceneLoaderPluginExtensions;
  42784. /**
  42785. * Import meshes into a scene.
  42786. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42787. * @param scene The scene to import into
  42788. * @param data The data to import
  42789. * @param rootUrl The root url for scene and resources
  42790. * @param onProgress The callback when the load progresses
  42791. * @param fileName Defines the name of the file to load
  42792. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42793. */
  42794. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42795. meshes: AbstractMesh[];
  42796. particleSystems: IParticleSystem[];
  42797. skeletons: Skeleton[];
  42798. animationGroups: AnimationGroup[];
  42799. }>;
  42800. /**
  42801. * Load into a scene.
  42802. * @param scene The scene to load into
  42803. * @param data The data to import
  42804. * @param rootUrl The root url for scene and resources
  42805. * @param onProgress The callback when the load progresses
  42806. * @param fileName Defines the name of the file to load
  42807. * @returns Nothing
  42808. */
  42809. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42810. /**
  42811. * The callback that returns true if the data can be directly loaded.
  42812. */
  42813. canDirectLoad?: (data: string) => boolean;
  42814. /**
  42815. * The callback that allows custom handling of the root url based on the response url.
  42816. */
  42817. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42818. /**
  42819. * Load into an asset container.
  42820. * @param scene The scene to load into
  42821. * @param data The data to import
  42822. * @param rootUrl The root url for scene and resources
  42823. * @param onProgress The callback when the load progresses
  42824. * @param fileName Defines the name of the file to load
  42825. * @returns The loaded asset container
  42826. */
  42827. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42828. }
  42829. /**
  42830. * Class used to load scene from various file formats using registered plugins
  42831. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42832. */
  42833. export class SceneLoader {
  42834. /**
  42835. * No logging while loading
  42836. */
  42837. static readonly NO_LOGGING: number;
  42838. /**
  42839. * Minimal logging while loading
  42840. */
  42841. static readonly MINIMAL_LOGGING: number;
  42842. /**
  42843. * Summary logging while loading
  42844. */
  42845. static readonly SUMMARY_LOGGING: number;
  42846. /**
  42847. * Detailled logging while loading
  42848. */
  42849. static readonly DETAILED_LOGGING: number;
  42850. /**
  42851. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42852. */
  42853. static ForceFullSceneLoadingForIncremental: boolean;
  42854. /**
  42855. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42856. */
  42857. static ShowLoadingScreen: boolean;
  42858. /**
  42859. * Defines the current logging level (while loading the scene)
  42860. * @ignorenaming
  42861. */
  42862. static loggingLevel: number;
  42863. /**
  42864. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42865. */
  42866. static CleanBoneMatrixWeights: boolean;
  42867. /**
  42868. * Event raised when a plugin is used to load a scene
  42869. */
  42870. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42871. private static _registeredPlugins;
  42872. private static _getDefaultPlugin;
  42873. private static _getPluginForExtension;
  42874. private static _getPluginForDirectLoad;
  42875. private static _getPluginForFilename;
  42876. private static _getDirectLoad;
  42877. private static _loadData;
  42878. private static _getFileInfo;
  42879. /**
  42880. * Gets a plugin that can load the given extension
  42881. * @param extension defines the extension to load
  42882. * @returns a plugin or null if none works
  42883. */
  42884. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42885. /**
  42886. * Gets a boolean indicating that the given extension can be loaded
  42887. * @param extension defines the extension to load
  42888. * @returns true if the extension is supported
  42889. */
  42890. static IsPluginForExtensionAvailable(extension: string): boolean;
  42891. /**
  42892. * Adds a new plugin to the list of registered plugins
  42893. * @param plugin defines the plugin to add
  42894. */
  42895. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42896. /**
  42897. * Import meshes into a scene
  42898. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42899. * @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)
  42900. * @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)
  42901. * @param scene the instance of BABYLON.Scene to append to
  42902. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42903. * @param onProgress a callback with a progress event for each file being loaded
  42904. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42905. * @param pluginExtension the extension used to determine the plugin
  42906. * @returns The loaded plugin
  42907. */
  42908. 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>;
  42909. /**
  42910. * Import meshes into a scene
  42911. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42912. * @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)
  42913. * @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)
  42914. * @param scene the instance of BABYLON.Scene to append to
  42915. * @param onProgress a callback with a progress event for each file being loaded
  42916. * @param pluginExtension the extension used to determine the plugin
  42917. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42918. */
  42919. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42920. meshes: AbstractMesh[];
  42921. particleSystems: IParticleSystem[];
  42922. skeletons: Skeleton[];
  42923. animationGroups: AnimationGroup[];
  42924. }>;
  42925. /**
  42926. * Load a scene
  42927. * @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)
  42928. * @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)
  42929. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42930. * @param onSuccess a callback with the scene when import succeeds
  42931. * @param onProgress a callback with a progress event for each file being loaded
  42932. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42933. * @param pluginExtension the extension used to determine the plugin
  42934. * @returns The loaded plugin
  42935. */
  42936. 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>;
  42937. /**
  42938. * Load a scene
  42939. * @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)
  42940. * @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)
  42941. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42942. * @param onProgress a callback with a progress event for each file being loaded
  42943. * @param pluginExtension the extension used to determine the plugin
  42944. * @returns The loaded scene
  42945. */
  42946. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42947. /**
  42948. * Append a scene
  42949. * @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)
  42950. * @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)
  42951. * @param scene is the instance of BABYLON.Scene to append to
  42952. * @param onSuccess a callback with the scene when import succeeds
  42953. * @param onProgress a callback with a progress event for each file being loaded
  42954. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42955. * @param pluginExtension the extension used to determine the plugin
  42956. * @returns The loaded plugin
  42957. */
  42958. 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>;
  42959. /**
  42960. * Append a scene
  42961. * @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)
  42962. * @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)
  42963. * @param scene is the instance of BABYLON.Scene to append to
  42964. * @param onProgress a callback with a progress event for each file being loaded
  42965. * @param pluginExtension the extension used to determine the plugin
  42966. * @returns The given scene
  42967. */
  42968. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42969. /**
  42970. * Load a scene into an asset container
  42971. * @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)
  42972. * @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)
  42973. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42974. * @param onSuccess a callback with the scene when import succeeds
  42975. * @param onProgress a callback with a progress event for each file being loaded
  42976. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42977. * @param pluginExtension the extension used to determine the plugin
  42978. * @returns The loaded plugin
  42979. */
  42980. 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>;
  42981. /**
  42982. * Load a scene into an asset container
  42983. * @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)
  42984. * @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)
  42985. * @param scene is the instance of Scene to append to
  42986. * @param onProgress a callback with a progress event for each file being loaded
  42987. * @param pluginExtension the extension used to determine the plugin
  42988. * @returns The loaded asset container
  42989. */
  42990. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42991. }
  42992. }
  42993. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42994. import { Scene } from "babylonjs/scene";
  42995. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42996. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42997. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42998. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42999. /**
  43000. * Generic Controller
  43001. */
  43002. export class GenericController extends WebVRController {
  43003. /**
  43004. * Base Url for the controller model.
  43005. */
  43006. static readonly MODEL_BASE_URL: string;
  43007. /**
  43008. * File name for the controller model.
  43009. */
  43010. static readonly MODEL_FILENAME: string;
  43011. /**
  43012. * Creates a new GenericController from a gamepad
  43013. * @param vrGamepad the gamepad that the controller should be created from
  43014. */
  43015. constructor(vrGamepad: any);
  43016. /**
  43017. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43018. * @param scene scene in which to add meshes
  43019. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43020. */
  43021. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43022. /**
  43023. * Called once for each button that changed state since the last frame
  43024. * @param buttonIdx Which button index changed
  43025. * @param state New state of the button
  43026. * @param changes Which properties on the state changed since last frame
  43027. */
  43028. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43029. }
  43030. }
  43031. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43032. import { Observable } from "babylonjs/Misc/observable";
  43033. import { Scene } from "babylonjs/scene";
  43034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43035. import { Ray } from "babylonjs/Culling/ray";
  43036. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43037. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43038. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43039. /**
  43040. * Defines the WindowsMotionController object that the state of the windows motion controller
  43041. */
  43042. export class WindowsMotionController extends WebVRController {
  43043. /**
  43044. * The base url used to load the left and right controller models
  43045. */
  43046. static MODEL_BASE_URL: string;
  43047. /**
  43048. * The name of the left controller model file
  43049. */
  43050. static MODEL_LEFT_FILENAME: string;
  43051. /**
  43052. * The name of the right controller model file
  43053. */
  43054. static MODEL_RIGHT_FILENAME: string;
  43055. /**
  43056. * The controller name prefix for this controller type
  43057. */
  43058. static readonly GAMEPAD_ID_PREFIX: string;
  43059. /**
  43060. * The controller id pattern for this controller type
  43061. */
  43062. private static readonly GAMEPAD_ID_PATTERN;
  43063. private _loadedMeshInfo;
  43064. private readonly _mapping;
  43065. /**
  43066. * Fired when the trackpad on this controller is clicked
  43067. */
  43068. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43069. /**
  43070. * Fired when the trackpad on this controller is modified
  43071. */
  43072. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43073. /**
  43074. * The current x and y values of this controller's trackpad
  43075. */
  43076. trackpad: StickValues;
  43077. /**
  43078. * Creates a new WindowsMotionController from a gamepad
  43079. * @param vrGamepad the gamepad that the controller should be created from
  43080. */
  43081. constructor(vrGamepad: any);
  43082. /**
  43083. * Fired when the trigger on this controller is modified
  43084. */
  43085. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43086. /**
  43087. * Fired when the menu button on this controller is modified
  43088. */
  43089. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43090. /**
  43091. * Fired when the grip button on this controller is modified
  43092. */
  43093. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43094. /**
  43095. * Fired when the thumbstick button on this controller is modified
  43096. */
  43097. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43098. /**
  43099. * Fired when the touchpad button on this controller is modified
  43100. */
  43101. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43102. /**
  43103. * Fired when the touchpad values on this controller are modified
  43104. */
  43105. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43106. private _updateTrackpad;
  43107. /**
  43108. * Called once per frame by the engine.
  43109. */
  43110. update(): void;
  43111. /**
  43112. * Called once for each button that changed state since the last frame
  43113. * @param buttonIdx Which button index changed
  43114. * @param state New state of the button
  43115. * @param changes Which properties on the state changed since last frame
  43116. */
  43117. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43118. /**
  43119. * Moves the buttons on the controller mesh based on their current state
  43120. * @param buttonName the name of the button to move
  43121. * @param buttonValue the value of the button which determines the buttons new position
  43122. */
  43123. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43124. /**
  43125. * Moves the axis on the controller mesh based on its current state
  43126. * @param axis the index of the axis
  43127. * @param axisValue the value of the axis which determines the meshes new position
  43128. * @hidden
  43129. */
  43130. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43131. /**
  43132. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43133. * @param scene scene in which to add meshes
  43134. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43135. */
  43136. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43137. /**
  43138. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43139. * can be transformed by button presses and axes values, based on this._mapping.
  43140. *
  43141. * @param scene scene in which the meshes exist
  43142. * @param meshes list of meshes that make up the controller model to process
  43143. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43144. */
  43145. private processModel;
  43146. private createMeshInfo;
  43147. /**
  43148. * Gets the ray of the controller in the direction the controller is pointing
  43149. * @param length the length the resulting ray should be
  43150. * @returns a ray in the direction the controller is pointing
  43151. */
  43152. getForwardRay(length?: number): Ray;
  43153. /**
  43154. * Disposes of the controller
  43155. */
  43156. dispose(): void;
  43157. }
  43158. }
  43159. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43160. import { Observable } from "babylonjs/Misc/observable";
  43161. import { Scene } from "babylonjs/scene";
  43162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43163. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43164. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43165. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43166. /**
  43167. * Oculus Touch Controller
  43168. */
  43169. export class OculusTouchController extends WebVRController {
  43170. /**
  43171. * Base Url for the controller model.
  43172. */
  43173. static MODEL_BASE_URL: string;
  43174. /**
  43175. * File name for the left controller model.
  43176. */
  43177. static MODEL_LEFT_FILENAME: string;
  43178. /**
  43179. * File name for the right controller model.
  43180. */
  43181. static MODEL_RIGHT_FILENAME: string;
  43182. /**
  43183. * Base Url for the Quest controller model.
  43184. */
  43185. static QUEST_MODEL_BASE_URL: string;
  43186. /**
  43187. * @hidden
  43188. * If the controllers are running on a device that needs the updated Quest controller models
  43189. */
  43190. static _IsQuest: boolean;
  43191. /**
  43192. * Fired when the secondary trigger on this controller is modified
  43193. */
  43194. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43195. /**
  43196. * Fired when the thumb rest on this controller is modified
  43197. */
  43198. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43199. /**
  43200. * Creates a new OculusTouchController from a gamepad
  43201. * @param vrGamepad the gamepad that the controller should be created from
  43202. */
  43203. constructor(vrGamepad: any);
  43204. /**
  43205. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43206. * @param scene scene in which to add meshes
  43207. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43208. */
  43209. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43210. /**
  43211. * Fired when the A button on this controller is modified
  43212. */
  43213. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43214. /**
  43215. * Fired when the B button on this controller is modified
  43216. */
  43217. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43218. /**
  43219. * Fired when the X button on this controller is modified
  43220. */
  43221. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43222. /**
  43223. * Fired when the Y button on this controller is modified
  43224. */
  43225. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43226. /**
  43227. * Called once for each button that changed state since the last frame
  43228. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43229. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43230. * 2) secondary trigger (same)
  43231. * 3) A (right) X (left), touch, pressed = value
  43232. * 4) B / Y
  43233. * 5) thumb rest
  43234. * @param buttonIdx Which button index changed
  43235. * @param state New state of the button
  43236. * @param changes Which properties on the state changed since last frame
  43237. */
  43238. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43239. }
  43240. }
  43241. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43242. import { Scene } from "babylonjs/scene";
  43243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43244. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43245. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43246. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43247. import { Observable } from "babylonjs/Misc/observable";
  43248. /**
  43249. * Vive Controller
  43250. */
  43251. export class ViveController extends WebVRController {
  43252. /**
  43253. * Base Url for the controller model.
  43254. */
  43255. static MODEL_BASE_URL: string;
  43256. /**
  43257. * File name for the controller model.
  43258. */
  43259. static MODEL_FILENAME: string;
  43260. /**
  43261. * Creates a new ViveController from a gamepad
  43262. * @param vrGamepad the gamepad that the controller should be created from
  43263. */
  43264. constructor(vrGamepad: any);
  43265. /**
  43266. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43267. * @param scene scene in which to add meshes
  43268. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43269. */
  43270. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43271. /**
  43272. * Fired when the left button on this controller is modified
  43273. */
  43274. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43275. /**
  43276. * Fired when the right button on this controller is modified
  43277. */
  43278. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43279. /**
  43280. * Fired when the menu button on this controller is modified
  43281. */
  43282. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43283. /**
  43284. * Called once for each button that changed state since the last frame
  43285. * Vive mapping:
  43286. * 0: touchpad
  43287. * 1: trigger
  43288. * 2: left AND right buttons
  43289. * 3: menu button
  43290. * @param buttonIdx Which button index changed
  43291. * @param state New state of the button
  43292. * @param changes Which properties on the state changed since last frame
  43293. */
  43294. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43295. }
  43296. }
  43297. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43298. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43299. /**
  43300. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43301. */
  43302. export class WebXRControllerModelLoader {
  43303. /**
  43304. * Creates the WebXRControllerModelLoader
  43305. * @param input xr input that creates the controllers
  43306. */
  43307. constructor(input: WebXRInput);
  43308. }
  43309. }
  43310. declare module "babylonjs/Cameras/XR/index" {
  43311. export * from "babylonjs/Cameras/XR/webXRCamera";
  43312. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43313. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43314. export * from "babylonjs/Cameras/XR/webXRInput";
  43315. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43316. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43317. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43318. export * from "babylonjs/Cameras/XR/webXRController";
  43319. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43320. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43321. }
  43322. declare module "babylonjs/Cameras/RigModes/index" {
  43323. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43324. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43325. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43326. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43327. }
  43328. declare module "babylonjs/Cameras/index" {
  43329. export * from "babylonjs/Cameras/Inputs/index";
  43330. export * from "babylonjs/Cameras/cameraInputsManager";
  43331. export * from "babylonjs/Cameras/camera";
  43332. export * from "babylonjs/Cameras/targetCamera";
  43333. export * from "babylonjs/Cameras/freeCamera";
  43334. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43335. export * from "babylonjs/Cameras/touchCamera";
  43336. export * from "babylonjs/Cameras/arcRotateCamera";
  43337. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43338. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43339. export * from "babylonjs/Cameras/flyCamera";
  43340. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43341. export * from "babylonjs/Cameras/followCamera";
  43342. export * from "babylonjs/Cameras/gamepadCamera";
  43343. export * from "babylonjs/Cameras/Stereoscopic/index";
  43344. export * from "babylonjs/Cameras/universalCamera";
  43345. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43346. export * from "babylonjs/Cameras/VR/index";
  43347. export * from "babylonjs/Cameras/XR/index";
  43348. export * from "babylonjs/Cameras/RigModes/index";
  43349. }
  43350. declare module "babylonjs/Collisions/index" {
  43351. export * from "babylonjs/Collisions/collider";
  43352. export * from "babylonjs/Collisions/collisionCoordinator";
  43353. export * from "babylonjs/Collisions/pickingInfo";
  43354. export * from "babylonjs/Collisions/intersectionInfo";
  43355. export * from "babylonjs/Collisions/meshCollisionData";
  43356. }
  43357. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43358. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43359. import { Vector3 } from "babylonjs/Maths/math.vector";
  43360. import { Ray } from "babylonjs/Culling/ray";
  43361. import { Plane } from "babylonjs/Maths/math.plane";
  43362. /**
  43363. * Contains an array of blocks representing the octree
  43364. */
  43365. export interface IOctreeContainer<T> {
  43366. /**
  43367. * Blocks within the octree
  43368. */
  43369. blocks: Array<OctreeBlock<T>>;
  43370. }
  43371. /**
  43372. * Class used to store a cell in an octree
  43373. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43374. */
  43375. export class OctreeBlock<T> {
  43376. /**
  43377. * Gets the content of the current block
  43378. */
  43379. entries: T[];
  43380. /**
  43381. * Gets the list of block children
  43382. */
  43383. blocks: Array<OctreeBlock<T>>;
  43384. private _depth;
  43385. private _maxDepth;
  43386. private _capacity;
  43387. private _minPoint;
  43388. private _maxPoint;
  43389. private _boundingVectors;
  43390. private _creationFunc;
  43391. /**
  43392. * Creates a new block
  43393. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43394. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43395. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43396. * @param depth defines the current depth of this block in the octree
  43397. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43398. * @param creationFunc defines a callback to call when an element is added to the block
  43399. */
  43400. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43401. /**
  43402. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43403. */
  43404. readonly capacity: number;
  43405. /**
  43406. * Gets the minimum vector (in world space) of the block's bounding box
  43407. */
  43408. readonly minPoint: Vector3;
  43409. /**
  43410. * Gets the maximum vector (in world space) of the block's bounding box
  43411. */
  43412. readonly maxPoint: Vector3;
  43413. /**
  43414. * Add a new element to this block
  43415. * @param entry defines the element to add
  43416. */
  43417. addEntry(entry: T): void;
  43418. /**
  43419. * Remove an element from this block
  43420. * @param entry defines the element to remove
  43421. */
  43422. removeEntry(entry: T): void;
  43423. /**
  43424. * Add an array of elements to this block
  43425. * @param entries defines the array of elements to add
  43426. */
  43427. addEntries(entries: T[]): void;
  43428. /**
  43429. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43430. * @param frustumPlanes defines the frustum planes to test
  43431. * @param selection defines the array to store current content if selection is positive
  43432. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43433. */
  43434. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43435. /**
  43436. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43437. * @param sphereCenter defines the bounding sphere center
  43438. * @param sphereRadius defines the bounding sphere radius
  43439. * @param selection defines the array to store current content if selection is positive
  43440. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43441. */
  43442. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43443. /**
  43444. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43445. * @param ray defines the ray to test with
  43446. * @param selection defines the array to store current content if selection is positive
  43447. */
  43448. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43449. /**
  43450. * Subdivide the content into child blocks (this block will then be empty)
  43451. */
  43452. createInnerBlocks(): void;
  43453. /**
  43454. * @hidden
  43455. */
  43456. 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;
  43457. }
  43458. }
  43459. declare module "babylonjs/Culling/Octrees/octree" {
  43460. import { SmartArray } from "babylonjs/Misc/smartArray";
  43461. import { Vector3 } from "babylonjs/Maths/math.vector";
  43462. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43463. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43464. import { Ray } from "babylonjs/Culling/ray";
  43465. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43466. import { Plane } from "babylonjs/Maths/math.plane";
  43467. /**
  43468. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43469. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43470. */
  43471. export class Octree<T> {
  43472. /** 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.) */
  43473. maxDepth: number;
  43474. /**
  43475. * Blocks within the octree containing objects
  43476. */
  43477. blocks: Array<OctreeBlock<T>>;
  43478. /**
  43479. * Content stored in the octree
  43480. */
  43481. dynamicContent: T[];
  43482. private _maxBlockCapacity;
  43483. private _selectionContent;
  43484. private _creationFunc;
  43485. /**
  43486. * Creates a octree
  43487. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43488. * @param creationFunc function to be used to instatiate the octree
  43489. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43490. * @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.)
  43491. */
  43492. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43493. /** 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.) */
  43494. maxDepth?: number);
  43495. /**
  43496. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43497. * @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);
  43498. * @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);
  43499. * @param entries meshes to be added to the octree blocks
  43500. */
  43501. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43502. /**
  43503. * Adds a mesh to the octree
  43504. * @param entry Mesh to add to the octree
  43505. */
  43506. addMesh(entry: T): void;
  43507. /**
  43508. * Remove an element from the octree
  43509. * @param entry defines the element to remove
  43510. */
  43511. removeMesh(entry: T): void;
  43512. /**
  43513. * Selects an array of meshes within the frustum
  43514. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43515. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43516. * @returns array of meshes within the frustum
  43517. */
  43518. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43519. /**
  43520. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43521. * @param sphereCenter defines the bounding sphere center
  43522. * @param sphereRadius defines the bounding sphere radius
  43523. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43524. * @returns an array of objects that intersect the sphere
  43525. */
  43526. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43527. /**
  43528. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43529. * @param ray defines the ray to test with
  43530. * @returns array of intersected objects
  43531. */
  43532. intersectsRay(ray: Ray): SmartArray<T>;
  43533. /**
  43534. * Adds a mesh into the octree block if it intersects the block
  43535. */
  43536. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43537. /**
  43538. * Adds a submesh into the octree block if it intersects the block
  43539. */
  43540. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43541. }
  43542. }
  43543. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43544. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43545. import { Scene } from "babylonjs/scene";
  43546. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43547. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43548. import { Ray } from "babylonjs/Culling/ray";
  43549. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43550. import { Collider } from "babylonjs/Collisions/collider";
  43551. module "babylonjs/scene" {
  43552. interface Scene {
  43553. /**
  43554. * @hidden
  43555. * Backing Filed
  43556. */
  43557. _selectionOctree: Octree<AbstractMesh>;
  43558. /**
  43559. * Gets the octree used to boost mesh selection (picking)
  43560. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43561. */
  43562. selectionOctree: Octree<AbstractMesh>;
  43563. /**
  43564. * Creates or updates the octree used to boost selection (picking)
  43565. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43566. * @param maxCapacity defines the maximum capacity per leaf
  43567. * @param maxDepth defines the maximum depth of the octree
  43568. * @returns an octree of AbstractMesh
  43569. */
  43570. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43571. }
  43572. }
  43573. module "babylonjs/Meshes/abstractMesh" {
  43574. interface AbstractMesh {
  43575. /**
  43576. * @hidden
  43577. * Backing Field
  43578. */
  43579. _submeshesOctree: Octree<SubMesh>;
  43580. /**
  43581. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43582. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43583. * @param maxCapacity defines the maximum size of each block (64 by default)
  43584. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43585. * @returns the new octree
  43586. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43587. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43588. */
  43589. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43590. }
  43591. }
  43592. /**
  43593. * Defines the octree scene component responsible to manage any octrees
  43594. * in a given scene.
  43595. */
  43596. export class OctreeSceneComponent {
  43597. /**
  43598. * The component name help to identify the component in the list of scene components.
  43599. */
  43600. readonly name: string;
  43601. /**
  43602. * The scene the component belongs to.
  43603. */
  43604. scene: Scene;
  43605. /**
  43606. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43607. */
  43608. readonly checksIsEnabled: boolean;
  43609. /**
  43610. * Creates a new instance of the component for the given scene
  43611. * @param scene Defines the scene to register the component in
  43612. */
  43613. constructor(scene: Scene);
  43614. /**
  43615. * Registers the component in a given scene
  43616. */
  43617. register(): void;
  43618. /**
  43619. * Return the list of active meshes
  43620. * @returns the list of active meshes
  43621. */
  43622. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43623. /**
  43624. * Return the list of active sub meshes
  43625. * @param mesh The mesh to get the candidates sub meshes from
  43626. * @returns the list of active sub meshes
  43627. */
  43628. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43629. private _tempRay;
  43630. /**
  43631. * Return the list of sub meshes intersecting with a given local ray
  43632. * @param mesh defines the mesh to find the submesh for
  43633. * @param localRay defines the ray in local space
  43634. * @returns the list of intersecting sub meshes
  43635. */
  43636. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43637. /**
  43638. * Return the list of sub meshes colliding with a collider
  43639. * @param mesh defines the mesh to find the submesh for
  43640. * @param collider defines the collider to evaluate the collision against
  43641. * @returns the list of colliding sub meshes
  43642. */
  43643. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43644. /**
  43645. * Rebuilds the elements related to this component in case of
  43646. * context lost for instance.
  43647. */
  43648. rebuild(): void;
  43649. /**
  43650. * Disposes the component and the associated ressources.
  43651. */
  43652. dispose(): void;
  43653. }
  43654. }
  43655. declare module "babylonjs/Culling/Octrees/index" {
  43656. export * from "babylonjs/Culling/Octrees/octree";
  43657. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43658. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43659. }
  43660. declare module "babylonjs/Culling/index" {
  43661. export * from "babylonjs/Culling/boundingBox";
  43662. export * from "babylonjs/Culling/boundingInfo";
  43663. export * from "babylonjs/Culling/boundingSphere";
  43664. export * from "babylonjs/Culling/Octrees/index";
  43665. export * from "babylonjs/Culling/ray";
  43666. }
  43667. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43668. import { IDisposable, Scene } from "babylonjs/scene";
  43669. import { Nullable } from "babylonjs/types";
  43670. import { Observable } from "babylonjs/Misc/observable";
  43671. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43672. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43673. import { Camera } from "babylonjs/Cameras/camera";
  43674. /**
  43675. * Renders a layer on top of an existing scene
  43676. */
  43677. export class UtilityLayerRenderer implements IDisposable {
  43678. /** the original scene that will be rendered on top of */
  43679. originalScene: Scene;
  43680. private _pointerCaptures;
  43681. private _lastPointerEvents;
  43682. private static _DefaultUtilityLayer;
  43683. private static _DefaultKeepDepthUtilityLayer;
  43684. private _sharedGizmoLight;
  43685. private _renderCamera;
  43686. /**
  43687. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43688. * @returns the camera that is used when rendering the utility layer
  43689. */
  43690. getRenderCamera(): Nullable<Camera>;
  43691. /**
  43692. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43693. * @param cam the camera that should be used when rendering the utility layer
  43694. */
  43695. setRenderCamera(cam: Nullable<Camera>): void;
  43696. /**
  43697. * @hidden
  43698. * Light which used by gizmos to get light shading
  43699. */
  43700. _getSharedGizmoLight(): HemisphericLight;
  43701. /**
  43702. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43703. */
  43704. pickUtilitySceneFirst: boolean;
  43705. /**
  43706. * 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)
  43707. */
  43708. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43709. /**
  43710. * 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)
  43711. */
  43712. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43713. /**
  43714. * The scene that is rendered on top of the original scene
  43715. */
  43716. utilityLayerScene: Scene;
  43717. /**
  43718. * If the utility layer should automatically be rendered on top of existing scene
  43719. */
  43720. shouldRender: boolean;
  43721. /**
  43722. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43723. */
  43724. onlyCheckPointerDownEvents: boolean;
  43725. /**
  43726. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43727. */
  43728. processAllEvents: boolean;
  43729. /**
  43730. * Observable raised when the pointer move from the utility layer scene to the main scene
  43731. */
  43732. onPointerOutObservable: Observable<number>;
  43733. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43734. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43735. private _afterRenderObserver;
  43736. private _sceneDisposeObserver;
  43737. private _originalPointerObserver;
  43738. /**
  43739. * Instantiates a UtilityLayerRenderer
  43740. * @param originalScene the original scene that will be rendered on top of
  43741. * @param handleEvents boolean indicating if the utility layer should handle events
  43742. */
  43743. constructor(
  43744. /** the original scene that will be rendered on top of */
  43745. originalScene: Scene, handleEvents?: boolean);
  43746. private _notifyObservers;
  43747. /**
  43748. * Renders the utility layers scene on top of the original scene
  43749. */
  43750. render(): void;
  43751. /**
  43752. * Disposes of the renderer
  43753. */
  43754. dispose(): void;
  43755. private _updateCamera;
  43756. }
  43757. }
  43758. declare module "babylonjs/Gizmos/gizmo" {
  43759. import { Nullable } from "babylonjs/types";
  43760. import { IDisposable } from "babylonjs/scene";
  43761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43762. import { Mesh } from "babylonjs/Meshes/mesh";
  43763. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43764. /**
  43765. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43766. */
  43767. export class Gizmo implements IDisposable {
  43768. /** The utility layer the gizmo will be added to */
  43769. gizmoLayer: UtilityLayerRenderer;
  43770. /**
  43771. * The root mesh of the gizmo
  43772. */
  43773. _rootMesh: Mesh;
  43774. private _attachedMesh;
  43775. /**
  43776. * Ratio for the scale of the gizmo (Default: 1)
  43777. */
  43778. scaleRatio: number;
  43779. /**
  43780. * If a custom mesh has been set (Default: false)
  43781. */
  43782. protected _customMeshSet: boolean;
  43783. /**
  43784. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43785. * * When set, interactions will be enabled
  43786. */
  43787. attachedMesh: Nullable<AbstractMesh>;
  43788. /**
  43789. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43790. * @param mesh The mesh to replace the default mesh of the gizmo
  43791. */
  43792. setCustomMesh(mesh: Mesh): void;
  43793. /**
  43794. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43795. */
  43796. updateGizmoRotationToMatchAttachedMesh: boolean;
  43797. /**
  43798. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43799. */
  43800. updateGizmoPositionToMatchAttachedMesh: boolean;
  43801. /**
  43802. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43803. */
  43804. updateScale: boolean;
  43805. protected _interactionsEnabled: boolean;
  43806. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43807. private _beforeRenderObserver;
  43808. private _tempVector;
  43809. /**
  43810. * Creates a gizmo
  43811. * @param gizmoLayer The utility layer the gizmo will be added to
  43812. */
  43813. constructor(
  43814. /** The utility layer the gizmo will be added to */
  43815. gizmoLayer?: UtilityLayerRenderer);
  43816. /**
  43817. * Updates the gizmo to match the attached mesh's position/rotation
  43818. */
  43819. protected _update(): void;
  43820. /**
  43821. * Disposes of the gizmo
  43822. */
  43823. dispose(): void;
  43824. }
  43825. }
  43826. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43827. import { Observable } from "babylonjs/Misc/observable";
  43828. import { Nullable } from "babylonjs/types";
  43829. import { Vector3 } from "babylonjs/Maths/math.vector";
  43830. import { Color3 } from "babylonjs/Maths/math.color";
  43831. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43832. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43833. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43834. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43835. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43836. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43837. import { Scene } from "babylonjs/scene";
  43838. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43839. /**
  43840. * Single plane drag gizmo
  43841. */
  43842. export class PlaneDragGizmo extends Gizmo {
  43843. /**
  43844. * Drag behavior responsible for the gizmos dragging interactions
  43845. */
  43846. dragBehavior: PointerDragBehavior;
  43847. private _pointerObserver;
  43848. /**
  43849. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43850. */
  43851. snapDistance: number;
  43852. /**
  43853. * Event that fires each time the gizmo snaps to a new location.
  43854. * * snapDistance is the the change in distance
  43855. */
  43856. onSnapObservable: Observable<{
  43857. snapDistance: number;
  43858. }>;
  43859. private _plane;
  43860. private _coloredMaterial;
  43861. private _hoverMaterial;
  43862. private _isEnabled;
  43863. private _parent;
  43864. /** @hidden */
  43865. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43866. /** @hidden */
  43867. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43868. /**
  43869. * Creates a PlaneDragGizmo
  43870. * @param gizmoLayer The utility layer the gizmo will be added to
  43871. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43872. * @param color The color of the gizmo
  43873. */
  43874. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43875. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43876. /**
  43877. * If the gizmo is enabled
  43878. */
  43879. isEnabled: boolean;
  43880. /**
  43881. * Disposes of the gizmo
  43882. */
  43883. dispose(): void;
  43884. }
  43885. }
  43886. declare module "babylonjs/Gizmos/positionGizmo" {
  43887. import { Observable } from "babylonjs/Misc/observable";
  43888. import { Nullable } from "babylonjs/types";
  43889. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43890. import { Mesh } from "babylonjs/Meshes/mesh";
  43891. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43892. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43893. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43894. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43895. /**
  43896. * Gizmo that enables dragging a mesh along 3 axis
  43897. */
  43898. export class PositionGizmo extends Gizmo {
  43899. /**
  43900. * Internal gizmo used for interactions on the x axis
  43901. */
  43902. xGizmo: AxisDragGizmo;
  43903. /**
  43904. * Internal gizmo used for interactions on the y axis
  43905. */
  43906. yGizmo: AxisDragGizmo;
  43907. /**
  43908. * Internal gizmo used for interactions on the z axis
  43909. */
  43910. zGizmo: AxisDragGizmo;
  43911. /**
  43912. * Internal gizmo used for interactions on the yz plane
  43913. */
  43914. xPlaneGizmo: PlaneDragGizmo;
  43915. /**
  43916. * Internal gizmo used for interactions on the xz plane
  43917. */
  43918. yPlaneGizmo: PlaneDragGizmo;
  43919. /**
  43920. * Internal gizmo used for interactions on the xy plane
  43921. */
  43922. zPlaneGizmo: PlaneDragGizmo;
  43923. /**
  43924. * private variables
  43925. */
  43926. private _meshAttached;
  43927. private _updateGizmoRotationToMatchAttachedMesh;
  43928. private _snapDistance;
  43929. private _scaleRatio;
  43930. /** Fires an event when any of it's sub gizmos are dragged */
  43931. onDragStartObservable: Observable<unknown>;
  43932. /** Fires an event when any of it's sub gizmos are released from dragging */
  43933. onDragEndObservable: Observable<unknown>;
  43934. /**
  43935. * If set to true, planar drag is enabled
  43936. */
  43937. private _planarGizmoEnabled;
  43938. attachedMesh: Nullable<AbstractMesh>;
  43939. /**
  43940. * Creates a PositionGizmo
  43941. * @param gizmoLayer The utility layer the gizmo will be added to
  43942. */
  43943. constructor(gizmoLayer?: UtilityLayerRenderer);
  43944. /**
  43945. * If the planar drag gizmo is enabled
  43946. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43947. */
  43948. planarGizmoEnabled: boolean;
  43949. updateGizmoRotationToMatchAttachedMesh: boolean;
  43950. /**
  43951. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43952. */
  43953. snapDistance: number;
  43954. /**
  43955. * Ratio for the scale of the gizmo (Default: 1)
  43956. */
  43957. scaleRatio: number;
  43958. /**
  43959. * Disposes of the gizmo
  43960. */
  43961. dispose(): void;
  43962. /**
  43963. * CustomMeshes are not supported by this gizmo
  43964. * @param mesh The mesh to replace the default mesh of the gizmo
  43965. */
  43966. setCustomMesh(mesh: Mesh): void;
  43967. }
  43968. }
  43969. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43970. import { Observable } from "babylonjs/Misc/observable";
  43971. import { Nullable } from "babylonjs/types";
  43972. import { Vector3 } from "babylonjs/Maths/math.vector";
  43973. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43975. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43976. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43977. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43978. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43979. import { Scene } from "babylonjs/scene";
  43980. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43981. import { Color3 } from "babylonjs/Maths/math.color";
  43982. /**
  43983. * Single axis drag gizmo
  43984. */
  43985. export class AxisDragGizmo extends Gizmo {
  43986. /**
  43987. * Drag behavior responsible for the gizmos dragging interactions
  43988. */
  43989. dragBehavior: PointerDragBehavior;
  43990. private _pointerObserver;
  43991. /**
  43992. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43993. */
  43994. snapDistance: number;
  43995. /**
  43996. * Event that fires each time the gizmo snaps to a new location.
  43997. * * snapDistance is the the change in distance
  43998. */
  43999. onSnapObservable: Observable<{
  44000. snapDistance: number;
  44001. }>;
  44002. private _isEnabled;
  44003. private _parent;
  44004. private _arrow;
  44005. private _coloredMaterial;
  44006. private _hoverMaterial;
  44007. /** @hidden */
  44008. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44009. /** @hidden */
  44010. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44011. /**
  44012. * Creates an AxisDragGizmo
  44013. * @param gizmoLayer The utility layer the gizmo will be added to
  44014. * @param dragAxis The axis which the gizmo will be able to drag on
  44015. * @param color The color of the gizmo
  44016. */
  44017. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44018. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44019. /**
  44020. * If the gizmo is enabled
  44021. */
  44022. isEnabled: boolean;
  44023. /**
  44024. * Disposes of the gizmo
  44025. */
  44026. dispose(): void;
  44027. }
  44028. }
  44029. declare module "babylonjs/Debug/axesViewer" {
  44030. import { Vector3 } from "babylonjs/Maths/math.vector";
  44031. import { Nullable } from "babylonjs/types";
  44032. import { Scene } from "babylonjs/scene";
  44033. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44034. /**
  44035. * The Axes viewer will show 3 axes in a specific point in space
  44036. */
  44037. export class AxesViewer {
  44038. private _xAxis;
  44039. private _yAxis;
  44040. private _zAxis;
  44041. private _scaleLinesFactor;
  44042. private _instanced;
  44043. /**
  44044. * Gets the hosting scene
  44045. */
  44046. scene: Scene;
  44047. /**
  44048. * Gets or sets a number used to scale line length
  44049. */
  44050. scaleLines: number;
  44051. /** Gets the node hierarchy used to render x-axis */
  44052. readonly xAxis: TransformNode;
  44053. /** Gets the node hierarchy used to render y-axis */
  44054. readonly yAxis: TransformNode;
  44055. /** Gets the node hierarchy used to render z-axis */
  44056. readonly zAxis: TransformNode;
  44057. /**
  44058. * Creates a new AxesViewer
  44059. * @param scene defines the hosting scene
  44060. * @param scaleLines defines a number used to scale line length (1 by default)
  44061. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44062. * @param xAxis defines the node hierarchy used to render the x-axis
  44063. * @param yAxis defines the node hierarchy used to render the y-axis
  44064. * @param zAxis defines the node hierarchy used to render the z-axis
  44065. */
  44066. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44067. /**
  44068. * Force the viewer to update
  44069. * @param position defines the position of the viewer
  44070. * @param xaxis defines the x axis of the viewer
  44071. * @param yaxis defines the y axis of the viewer
  44072. * @param zaxis defines the z axis of the viewer
  44073. */
  44074. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44075. /**
  44076. * Creates an instance of this axes viewer.
  44077. * @returns a new axes viewer with instanced meshes
  44078. */
  44079. createInstance(): AxesViewer;
  44080. /** Releases resources */
  44081. dispose(): void;
  44082. private static _SetRenderingGroupId;
  44083. }
  44084. }
  44085. declare module "babylonjs/Debug/boneAxesViewer" {
  44086. import { Nullable } from "babylonjs/types";
  44087. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44088. import { Vector3 } from "babylonjs/Maths/math.vector";
  44089. import { Mesh } from "babylonjs/Meshes/mesh";
  44090. import { Bone } from "babylonjs/Bones/bone";
  44091. import { Scene } from "babylonjs/scene";
  44092. /**
  44093. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44094. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44095. */
  44096. export class BoneAxesViewer extends AxesViewer {
  44097. /**
  44098. * Gets or sets the target mesh where to display the axes viewer
  44099. */
  44100. mesh: Nullable<Mesh>;
  44101. /**
  44102. * Gets or sets the target bone where to display the axes viewer
  44103. */
  44104. bone: Nullable<Bone>;
  44105. /** Gets current position */
  44106. pos: Vector3;
  44107. /** Gets direction of X axis */
  44108. xaxis: Vector3;
  44109. /** Gets direction of Y axis */
  44110. yaxis: Vector3;
  44111. /** Gets direction of Z axis */
  44112. zaxis: Vector3;
  44113. /**
  44114. * Creates a new BoneAxesViewer
  44115. * @param scene defines the hosting scene
  44116. * @param bone defines the target bone
  44117. * @param mesh defines the target mesh
  44118. * @param scaleLines defines a scaling factor for line length (1 by default)
  44119. */
  44120. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44121. /**
  44122. * Force the viewer to update
  44123. */
  44124. update(): void;
  44125. /** Releases resources */
  44126. dispose(): void;
  44127. }
  44128. }
  44129. declare module "babylonjs/Debug/debugLayer" {
  44130. import { Scene } from "babylonjs/scene";
  44131. /**
  44132. * Interface used to define scene explorer extensibility option
  44133. */
  44134. export interface IExplorerExtensibilityOption {
  44135. /**
  44136. * Define the option label
  44137. */
  44138. label: string;
  44139. /**
  44140. * Defines the action to execute on click
  44141. */
  44142. action: (entity: any) => void;
  44143. }
  44144. /**
  44145. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44146. */
  44147. export interface IExplorerExtensibilityGroup {
  44148. /**
  44149. * Defines a predicate to test if a given type mut be extended
  44150. */
  44151. predicate: (entity: any) => boolean;
  44152. /**
  44153. * Gets the list of options added to a type
  44154. */
  44155. entries: IExplorerExtensibilityOption[];
  44156. }
  44157. /**
  44158. * Interface used to define the options to use to create the Inspector
  44159. */
  44160. export interface IInspectorOptions {
  44161. /**
  44162. * Display in overlay mode (default: false)
  44163. */
  44164. overlay?: boolean;
  44165. /**
  44166. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44167. */
  44168. globalRoot?: HTMLElement;
  44169. /**
  44170. * Display the Scene explorer
  44171. */
  44172. showExplorer?: boolean;
  44173. /**
  44174. * Display the property inspector
  44175. */
  44176. showInspector?: boolean;
  44177. /**
  44178. * Display in embed mode (both panes on the right)
  44179. */
  44180. embedMode?: boolean;
  44181. /**
  44182. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44183. */
  44184. handleResize?: boolean;
  44185. /**
  44186. * Allow the panes to popup (default: true)
  44187. */
  44188. enablePopup?: boolean;
  44189. /**
  44190. * Allow the panes to be closed by users (default: true)
  44191. */
  44192. enableClose?: boolean;
  44193. /**
  44194. * Optional list of extensibility entries
  44195. */
  44196. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44197. /**
  44198. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44199. */
  44200. inspectorURL?: string;
  44201. }
  44202. module "babylonjs/scene" {
  44203. interface Scene {
  44204. /**
  44205. * @hidden
  44206. * Backing field
  44207. */
  44208. _debugLayer: DebugLayer;
  44209. /**
  44210. * Gets the debug layer (aka Inspector) associated with the scene
  44211. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44212. */
  44213. debugLayer: DebugLayer;
  44214. }
  44215. }
  44216. /**
  44217. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44218. * what is happening in your scene
  44219. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44220. */
  44221. export class DebugLayer {
  44222. /**
  44223. * Define the url to get the inspector script from.
  44224. * By default it uses the babylonjs CDN.
  44225. * @ignoreNaming
  44226. */
  44227. static InspectorURL: string;
  44228. private _scene;
  44229. private BJSINSPECTOR;
  44230. private _onPropertyChangedObservable?;
  44231. /**
  44232. * Observable triggered when a property is changed through the inspector.
  44233. */
  44234. readonly onPropertyChangedObservable: any;
  44235. /**
  44236. * Instantiates a new debug layer.
  44237. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44238. * what is happening in your scene
  44239. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44240. * @param scene Defines the scene to inspect
  44241. */
  44242. constructor(scene: Scene);
  44243. /** Creates the inspector window. */
  44244. private _createInspector;
  44245. /**
  44246. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44247. * @param entity defines the entity to select
  44248. * @param lineContainerTitle defines the specific block to highlight
  44249. */
  44250. select(entity: any, lineContainerTitle?: string): void;
  44251. /** Get the inspector from bundle or global */
  44252. private _getGlobalInspector;
  44253. /**
  44254. * Get if the inspector is visible or not.
  44255. * @returns true if visible otherwise, false
  44256. */
  44257. isVisible(): boolean;
  44258. /**
  44259. * Hide the inspector and close its window.
  44260. */
  44261. hide(): void;
  44262. /**
  44263. * Launch the debugLayer.
  44264. * @param config Define the configuration of the inspector
  44265. * @return a promise fulfilled when the debug layer is visible
  44266. */
  44267. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44268. }
  44269. }
  44270. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44271. import { Nullable } from "babylonjs/types";
  44272. import { Scene } from "babylonjs/scene";
  44273. import { Vector4 } from "babylonjs/Maths/math.vector";
  44274. import { Color4 } from "babylonjs/Maths/math.color";
  44275. import { Mesh } from "babylonjs/Meshes/mesh";
  44276. /**
  44277. * Class containing static functions to help procedurally build meshes
  44278. */
  44279. export class BoxBuilder {
  44280. /**
  44281. * Creates a box mesh
  44282. * * The parameter `size` sets the size (float) of each box side (default 1)
  44283. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44284. * * 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)
  44285. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44286. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44287. * * 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
  44288. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44289. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44290. * @param name defines the name of the mesh
  44291. * @param options defines the options used to create the mesh
  44292. * @param scene defines the hosting scene
  44293. * @returns the box mesh
  44294. */
  44295. static CreateBox(name: string, options: {
  44296. size?: number;
  44297. width?: number;
  44298. height?: number;
  44299. depth?: number;
  44300. faceUV?: Vector4[];
  44301. faceColors?: Color4[];
  44302. sideOrientation?: number;
  44303. frontUVs?: Vector4;
  44304. backUVs?: Vector4;
  44305. wrap?: boolean;
  44306. topBaseAt?: number;
  44307. bottomBaseAt?: number;
  44308. updatable?: boolean;
  44309. }, scene?: Nullable<Scene>): Mesh;
  44310. }
  44311. }
  44312. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44313. import { Vector4 } from "babylonjs/Maths/math.vector";
  44314. import { Mesh } from "babylonjs/Meshes/mesh";
  44315. /**
  44316. * Class containing static functions to help procedurally build meshes
  44317. */
  44318. export class SphereBuilder {
  44319. /**
  44320. * Creates a sphere mesh
  44321. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44322. * * 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`)
  44323. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44324. * * 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
  44325. * * 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)
  44326. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44327. * * 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
  44328. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44329. * @param name defines the name of the mesh
  44330. * @param options defines the options used to create the mesh
  44331. * @param scene defines the hosting scene
  44332. * @returns the sphere mesh
  44333. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44334. */
  44335. static CreateSphere(name: string, options: {
  44336. segments?: number;
  44337. diameter?: number;
  44338. diameterX?: number;
  44339. diameterY?: number;
  44340. diameterZ?: number;
  44341. arc?: number;
  44342. slice?: number;
  44343. sideOrientation?: number;
  44344. frontUVs?: Vector4;
  44345. backUVs?: Vector4;
  44346. updatable?: boolean;
  44347. }, scene: any): Mesh;
  44348. }
  44349. }
  44350. declare module "babylonjs/Debug/physicsViewer" {
  44351. import { Nullable } from "babylonjs/types";
  44352. import { Scene } from "babylonjs/scene";
  44353. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44354. import { Mesh } from "babylonjs/Meshes/mesh";
  44355. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44356. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44357. /**
  44358. * Used to show the physics impostor around the specific mesh
  44359. */
  44360. export class PhysicsViewer {
  44361. /** @hidden */
  44362. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44363. /** @hidden */
  44364. protected _meshes: Array<Nullable<AbstractMesh>>;
  44365. /** @hidden */
  44366. protected _scene: Nullable<Scene>;
  44367. /** @hidden */
  44368. protected _numMeshes: number;
  44369. /** @hidden */
  44370. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44371. private _renderFunction;
  44372. private _utilityLayer;
  44373. private _debugBoxMesh;
  44374. private _debugSphereMesh;
  44375. private _debugCylinderMesh;
  44376. private _debugMaterial;
  44377. private _debugMeshMeshes;
  44378. /**
  44379. * Creates a new PhysicsViewer
  44380. * @param scene defines the hosting scene
  44381. */
  44382. constructor(scene: Scene);
  44383. /** @hidden */
  44384. protected _updateDebugMeshes(): void;
  44385. /**
  44386. * Renders a specified physic impostor
  44387. * @param impostor defines the impostor to render
  44388. * @param targetMesh defines the mesh represented by the impostor
  44389. * @returns the new debug mesh used to render the impostor
  44390. */
  44391. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44392. /**
  44393. * Hides a specified physic impostor
  44394. * @param impostor defines the impostor to hide
  44395. */
  44396. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44397. private _getDebugMaterial;
  44398. private _getDebugBoxMesh;
  44399. private _getDebugSphereMesh;
  44400. private _getDebugCylinderMesh;
  44401. private _getDebugMeshMesh;
  44402. private _getDebugMesh;
  44403. /** Releases all resources */
  44404. dispose(): void;
  44405. }
  44406. }
  44407. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44408. import { Vector3 } from "babylonjs/Maths/math.vector";
  44409. import { Color4 } from "babylonjs/Maths/math.color";
  44410. import { Nullable } from "babylonjs/types";
  44411. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44412. import { Scene } from "babylonjs/scene";
  44413. /**
  44414. * Class containing static functions to help procedurally build meshes
  44415. */
  44416. export class LinesBuilder {
  44417. /**
  44418. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44419. * * 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
  44420. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44421. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44422. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44423. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44424. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44425. * * 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
  44426. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44427. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44428. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44429. * @param name defines the name of the new line system
  44430. * @param options defines the options used to create the line system
  44431. * @param scene defines the hosting scene
  44432. * @returns a new line system mesh
  44433. */
  44434. static CreateLineSystem(name: string, options: {
  44435. lines: Vector3[][];
  44436. updatable?: boolean;
  44437. instance?: Nullable<LinesMesh>;
  44438. colors?: Nullable<Color4[][]>;
  44439. useVertexAlpha?: boolean;
  44440. }, scene: Nullable<Scene>): LinesMesh;
  44441. /**
  44442. * Creates a line mesh
  44443. * 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
  44444. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44445. * * The parameter `points` is an array successive Vector3
  44446. * * 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
  44447. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44448. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44449. * * When updating an instance, remember that only point positions can change, not the number of points
  44450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44451. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44452. * @param name defines the name of the new line system
  44453. * @param options defines the options used to create the line system
  44454. * @param scene defines the hosting scene
  44455. * @returns a new line mesh
  44456. */
  44457. static CreateLines(name: string, options: {
  44458. points: Vector3[];
  44459. updatable?: boolean;
  44460. instance?: Nullable<LinesMesh>;
  44461. colors?: Color4[];
  44462. useVertexAlpha?: boolean;
  44463. }, scene?: Nullable<Scene>): LinesMesh;
  44464. /**
  44465. * Creates a dashed line mesh
  44466. * * 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
  44467. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44468. * * The parameter `points` is an array successive Vector3
  44469. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44470. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44471. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44472. * * 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
  44473. * * When updating an instance, remember that only point positions can change, not the number of points
  44474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44475. * @param name defines the name of the mesh
  44476. * @param options defines the options used to create the mesh
  44477. * @param scene defines the hosting scene
  44478. * @returns the dashed line mesh
  44479. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44480. */
  44481. static CreateDashedLines(name: string, options: {
  44482. points: Vector3[];
  44483. dashSize?: number;
  44484. gapSize?: number;
  44485. dashNb?: number;
  44486. updatable?: boolean;
  44487. instance?: LinesMesh;
  44488. }, scene?: Nullable<Scene>): LinesMesh;
  44489. }
  44490. }
  44491. declare module "babylonjs/Debug/rayHelper" {
  44492. import { Nullable } from "babylonjs/types";
  44493. import { Ray } from "babylonjs/Culling/ray";
  44494. import { Vector3 } from "babylonjs/Maths/math.vector";
  44495. import { Color3 } from "babylonjs/Maths/math.color";
  44496. import { Scene } from "babylonjs/scene";
  44497. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44498. import "babylonjs/Meshes/Builders/linesBuilder";
  44499. /**
  44500. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44501. * in order to better appreciate the issue one might have.
  44502. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44503. */
  44504. export class RayHelper {
  44505. /**
  44506. * Defines the ray we are currently tryin to visualize.
  44507. */
  44508. ray: Nullable<Ray>;
  44509. private _renderPoints;
  44510. private _renderLine;
  44511. private _renderFunction;
  44512. private _scene;
  44513. private _updateToMeshFunction;
  44514. private _attachedToMesh;
  44515. private _meshSpaceDirection;
  44516. private _meshSpaceOrigin;
  44517. /**
  44518. * Helper function to create a colored helper in a scene in one line.
  44519. * @param ray Defines the ray we are currently tryin to visualize
  44520. * @param scene Defines the scene the ray is used in
  44521. * @param color Defines the color we want to see the ray in
  44522. * @returns The newly created ray helper.
  44523. */
  44524. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44525. /**
  44526. * Instantiate a new ray helper.
  44527. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44528. * in order to better appreciate the issue one might have.
  44529. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44530. * @param ray Defines the ray we are currently tryin to visualize
  44531. */
  44532. constructor(ray: Ray);
  44533. /**
  44534. * Shows the ray we are willing to debug.
  44535. * @param scene Defines the scene the ray needs to be rendered in
  44536. * @param color Defines the color the ray needs to be rendered in
  44537. */
  44538. show(scene: Scene, color?: Color3): void;
  44539. /**
  44540. * Hides the ray we are debugging.
  44541. */
  44542. hide(): void;
  44543. private _render;
  44544. /**
  44545. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44546. * @param mesh Defines the mesh we want the helper attached to
  44547. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44548. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44549. * @param length Defines the length of the ray
  44550. */
  44551. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44552. /**
  44553. * Detach the ray helper from the mesh it has previously been attached to.
  44554. */
  44555. detachFromMesh(): void;
  44556. private _updateToMesh;
  44557. /**
  44558. * Dispose the helper and release its associated resources.
  44559. */
  44560. dispose(): void;
  44561. }
  44562. }
  44563. declare module "babylonjs/Debug/skeletonViewer" {
  44564. import { Color3 } from "babylonjs/Maths/math.color";
  44565. import { Scene } from "babylonjs/scene";
  44566. import { Nullable } from "babylonjs/types";
  44567. import { Skeleton } from "babylonjs/Bones/skeleton";
  44568. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44569. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44570. /**
  44571. * Class used to render a debug view of a given skeleton
  44572. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44573. */
  44574. export class SkeletonViewer {
  44575. /** defines the skeleton to render */
  44576. skeleton: Skeleton;
  44577. /** defines the mesh attached to the skeleton */
  44578. mesh: AbstractMesh;
  44579. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44580. autoUpdateBonesMatrices: boolean;
  44581. /** defines the rendering group id to use with the viewer */
  44582. renderingGroupId: number;
  44583. /** Gets or sets the color used to render the skeleton */
  44584. color: Color3;
  44585. private _scene;
  44586. private _debugLines;
  44587. private _debugMesh;
  44588. private _isEnabled;
  44589. private _renderFunction;
  44590. private _utilityLayer;
  44591. /**
  44592. * Returns the mesh used to render the bones
  44593. */
  44594. readonly debugMesh: Nullable<LinesMesh>;
  44595. /**
  44596. * Creates a new SkeletonViewer
  44597. * @param skeleton defines the skeleton to render
  44598. * @param mesh defines the mesh attached to the skeleton
  44599. * @param scene defines the hosting scene
  44600. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44601. * @param renderingGroupId defines the rendering group id to use with the viewer
  44602. */
  44603. constructor(
  44604. /** defines the skeleton to render */
  44605. skeleton: Skeleton,
  44606. /** defines the mesh attached to the skeleton */
  44607. mesh: AbstractMesh, scene: Scene,
  44608. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44609. autoUpdateBonesMatrices?: boolean,
  44610. /** defines the rendering group id to use with the viewer */
  44611. renderingGroupId?: number);
  44612. /** Gets or sets a boolean indicating if the viewer is enabled */
  44613. isEnabled: boolean;
  44614. private _getBonePosition;
  44615. private _getLinesForBonesWithLength;
  44616. private _getLinesForBonesNoLength;
  44617. /** Update the viewer to sync with current skeleton state */
  44618. update(): void;
  44619. /** Release associated resources */
  44620. dispose(): void;
  44621. }
  44622. }
  44623. declare module "babylonjs/Debug/index" {
  44624. export * from "babylonjs/Debug/axesViewer";
  44625. export * from "babylonjs/Debug/boneAxesViewer";
  44626. export * from "babylonjs/Debug/debugLayer";
  44627. export * from "babylonjs/Debug/physicsViewer";
  44628. export * from "babylonjs/Debug/rayHelper";
  44629. export * from "babylonjs/Debug/skeletonViewer";
  44630. }
  44631. declare module "babylonjs/Engines/nullEngine" {
  44632. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44633. import { Scene } from "babylonjs/scene";
  44634. import { Engine } from "babylonjs/Engines/engine";
  44635. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44636. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44637. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44638. import { Effect } from "babylonjs/Materials/effect";
  44639. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44640. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44641. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44642. /**
  44643. * Options to create the null engine
  44644. */
  44645. export class NullEngineOptions {
  44646. /**
  44647. * Render width (Default: 512)
  44648. */
  44649. renderWidth: number;
  44650. /**
  44651. * Render height (Default: 256)
  44652. */
  44653. renderHeight: number;
  44654. /**
  44655. * Texture size (Default: 512)
  44656. */
  44657. textureSize: number;
  44658. /**
  44659. * If delta time between frames should be constant
  44660. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44661. */
  44662. deterministicLockstep: boolean;
  44663. /**
  44664. * Maximum about of steps between frames (Default: 4)
  44665. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44666. */
  44667. lockstepMaxSteps: number;
  44668. }
  44669. /**
  44670. * The null engine class provides support for headless version of babylon.js.
  44671. * This can be used in server side scenario or for testing purposes
  44672. */
  44673. export class NullEngine extends Engine {
  44674. private _options;
  44675. /**
  44676. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44677. */
  44678. isDeterministicLockStep(): boolean;
  44679. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44680. getLockstepMaxSteps(): number;
  44681. /**
  44682. * Sets hardware scaling, used to save performance if needed
  44683. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44684. */
  44685. getHardwareScalingLevel(): number;
  44686. constructor(options?: NullEngineOptions);
  44687. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44688. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44689. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44690. getRenderWidth(useScreen?: boolean): number;
  44691. getRenderHeight(useScreen?: boolean): number;
  44692. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44693. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44694. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44695. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44696. bindSamplers(effect: Effect): void;
  44697. enableEffect(effect: Effect): void;
  44698. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44699. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44700. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44701. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44702. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44703. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44704. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44705. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44706. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44707. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44708. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44709. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44710. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44711. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44712. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44713. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44714. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44715. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44716. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44717. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44718. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44719. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44720. bindBuffers(vertexBuffers: {
  44721. [key: string]: VertexBuffer;
  44722. }, indexBuffer: DataBuffer, effect: Effect): void;
  44723. wipeCaches(bruteForce?: boolean): void;
  44724. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44725. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44726. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44727. /** @hidden */
  44728. _createTexture(): WebGLTexture;
  44729. /** @hidden */
  44730. _releaseTexture(texture: InternalTexture): void;
  44731. 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;
  44732. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44733. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44734. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44735. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44736. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44737. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44738. areAllEffectsReady(): boolean;
  44739. /**
  44740. * @hidden
  44741. * Get the current error code of the webGL context
  44742. * @returns the error code
  44743. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44744. */
  44745. getError(): number;
  44746. /** @hidden */
  44747. _getUnpackAlignement(): number;
  44748. /** @hidden */
  44749. _unpackFlipY(value: boolean): void;
  44750. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44751. /**
  44752. * Updates a dynamic vertex buffer.
  44753. * @param vertexBuffer the vertex buffer to update
  44754. * @param data the data used to update the vertex buffer
  44755. * @param byteOffset the byte offset of the data (optional)
  44756. * @param byteLength the byte length of the data (optional)
  44757. */
  44758. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44759. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44760. /** @hidden */
  44761. _bindTexture(channel: number, texture: InternalTexture): void;
  44762. /** @hidden */
  44763. _releaseBuffer(buffer: DataBuffer): boolean;
  44764. releaseEffects(): void;
  44765. displayLoadingUI(): void;
  44766. hideLoadingUI(): void;
  44767. /** @hidden */
  44768. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44769. /** @hidden */
  44770. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44771. /** @hidden */
  44772. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44773. /** @hidden */
  44774. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44775. }
  44776. }
  44777. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44778. import { Nullable, int } from "babylonjs/types";
  44779. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44780. /** @hidden */
  44781. export class _OcclusionDataStorage {
  44782. /** @hidden */
  44783. occlusionInternalRetryCounter: number;
  44784. /** @hidden */
  44785. isOcclusionQueryInProgress: boolean;
  44786. /** @hidden */
  44787. isOccluded: boolean;
  44788. /** @hidden */
  44789. occlusionRetryCount: number;
  44790. /** @hidden */
  44791. occlusionType: number;
  44792. /** @hidden */
  44793. occlusionQueryAlgorithmType: number;
  44794. }
  44795. module "babylonjs/Engines/engine" {
  44796. interface Engine {
  44797. /**
  44798. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44799. * @return the new query
  44800. */
  44801. createQuery(): WebGLQuery;
  44802. /**
  44803. * Delete and release a webGL query
  44804. * @param query defines the query to delete
  44805. * @return the current engine
  44806. */
  44807. deleteQuery(query: WebGLQuery): Engine;
  44808. /**
  44809. * Check if a given query has resolved and got its value
  44810. * @param query defines the query to check
  44811. * @returns true if the query got its value
  44812. */
  44813. isQueryResultAvailable(query: WebGLQuery): boolean;
  44814. /**
  44815. * Gets the value of a given query
  44816. * @param query defines the query to check
  44817. * @returns the value of the query
  44818. */
  44819. getQueryResult(query: WebGLQuery): number;
  44820. /**
  44821. * Initiates an occlusion query
  44822. * @param algorithmType defines the algorithm to use
  44823. * @param query defines the query to use
  44824. * @returns the current engine
  44825. * @see http://doc.babylonjs.com/features/occlusionquery
  44826. */
  44827. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44828. /**
  44829. * Ends an occlusion query
  44830. * @see http://doc.babylonjs.com/features/occlusionquery
  44831. * @param algorithmType defines the algorithm to use
  44832. * @returns the current engine
  44833. */
  44834. endOcclusionQuery(algorithmType: number): Engine;
  44835. /**
  44836. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44837. * Please note that only one query can be issued at a time
  44838. * @returns a time token used to track the time span
  44839. */
  44840. startTimeQuery(): Nullable<_TimeToken>;
  44841. /**
  44842. * Ends a time query
  44843. * @param token defines the token used to measure the time span
  44844. * @returns the time spent (in ns)
  44845. */
  44846. endTimeQuery(token: _TimeToken): int;
  44847. /** @hidden */
  44848. _currentNonTimestampToken: Nullable<_TimeToken>;
  44849. /** @hidden */
  44850. _createTimeQuery(): WebGLQuery;
  44851. /** @hidden */
  44852. _deleteTimeQuery(query: WebGLQuery): void;
  44853. /** @hidden */
  44854. _getGlAlgorithmType(algorithmType: number): number;
  44855. /** @hidden */
  44856. _getTimeQueryResult(query: WebGLQuery): any;
  44857. /** @hidden */
  44858. _getTimeQueryAvailability(query: WebGLQuery): any;
  44859. }
  44860. }
  44861. module "babylonjs/Meshes/abstractMesh" {
  44862. interface AbstractMesh {
  44863. /**
  44864. * Backing filed
  44865. * @hidden
  44866. */
  44867. __occlusionDataStorage: _OcclusionDataStorage;
  44868. /**
  44869. * Access property
  44870. * @hidden
  44871. */
  44872. _occlusionDataStorage: _OcclusionDataStorage;
  44873. /**
  44874. * 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.
  44875. * The default value is -1 which means don't break the query and wait till the result
  44876. * @see http://doc.babylonjs.com/features/occlusionquery
  44877. */
  44878. occlusionRetryCount: number;
  44879. /**
  44880. * 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:
  44881. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44882. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44883. * * 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.
  44884. * @see http://doc.babylonjs.com/features/occlusionquery
  44885. */
  44886. occlusionType: number;
  44887. /**
  44888. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44889. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44890. * * 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.
  44891. * @see http://doc.babylonjs.com/features/occlusionquery
  44892. */
  44893. occlusionQueryAlgorithmType: number;
  44894. /**
  44895. * 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
  44896. * @see http://doc.babylonjs.com/features/occlusionquery
  44897. */
  44898. isOccluded: boolean;
  44899. /**
  44900. * Flag to check the progress status of the query
  44901. * @see http://doc.babylonjs.com/features/occlusionquery
  44902. */
  44903. isOcclusionQueryInProgress: boolean;
  44904. }
  44905. }
  44906. }
  44907. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44908. import { Nullable } from "babylonjs/types";
  44909. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44910. /** @hidden */
  44911. export var _forceTransformFeedbackToBundle: boolean;
  44912. module "babylonjs/Engines/engine" {
  44913. interface Engine {
  44914. /**
  44915. * Creates a webGL transform feedback object
  44916. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44917. * @returns the webGL transform feedback object
  44918. */
  44919. createTransformFeedback(): WebGLTransformFeedback;
  44920. /**
  44921. * Delete a webGL transform feedback object
  44922. * @param value defines the webGL transform feedback object to delete
  44923. */
  44924. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44925. /**
  44926. * Bind a webGL transform feedback object to the webgl context
  44927. * @param value defines the webGL transform feedback object to bind
  44928. */
  44929. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44930. /**
  44931. * Begins a transform feedback operation
  44932. * @param usePoints defines if points or triangles must be used
  44933. */
  44934. beginTransformFeedback(usePoints: boolean): void;
  44935. /**
  44936. * Ends a transform feedback operation
  44937. */
  44938. endTransformFeedback(): void;
  44939. /**
  44940. * Specify the varyings to use with transform feedback
  44941. * @param program defines the associated webGL program
  44942. * @param value defines the list of strings representing the varying names
  44943. */
  44944. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44945. /**
  44946. * Bind a webGL buffer for a transform feedback operation
  44947. * @param value defines the webGL buffer to bind
  44948. */
  44949. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44950. }
  44951. }
  44952. }
  44953. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44954. import { Scene } from "babylonjs/scene";
  44955. import { Engine } from "babylonjs/Engines/engine";
  44956. import { Texture } from "babylonjs/Materials/Textures/texture";
  44957. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44958. import "babylonjs/Engines/Extensions/engine.multiRender";
  44959. /**
  44960. * Creation options of the multi render target texture.
  44961. */
  44962. export interface IMultiRenderTargetOptions {
  44963. /**
  44964. * Define if the texture needs to create mip maps after render.
  44965. */
  44966. generateMipMaps?: boolean;
  44967. /**
  44968. * Define the types of all the draw buffers we want to create
  44969. */
  44970. types?: number[];
  44971. /**
  44972. * Define the sampling modes of all the draw buffers we want to create
  44973. */
  44974. samplingModes?: number[];
  44975. /**
  44976. * Define if a depth buffer is required
  44977. */
  44978. generateDepthBuffer?: boolean;
  44979. /**
  44980. * Define if a stencil buffer is required
  44981. */
  44982. generateStencilBuffer?: boolean;
  44983. /**
  44984. * Define if a depth texture is required instead of a depth buffer
  44985. */
  44986. generateDepthTexture?: boolean;
  44987. /**
  44988. * Define the number of desired draw buffers
  44989. */
  44990. textureCount?: number;
  44991. /**
  44992. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44993. */
  44994. doNotChangeAspectRatio?: boolean;
  44995. /**
  44996. * Define the default type of the buffers we are creating
  44997. */
  44998. defaultType?: number;
  44999. }
  45000. /**
  45001. * A multi render target, like a render target provides the ability to render to a texture.
  45002. * Unlike the render target, it can render to several draw buffers in one draw.
  45003. * This is specially interesting in deferred rendering or for any effects requiring more than
  45004. * just one color from a single pass.
  45005. */
  45006. export class MultiRenderTarget extends RenderTargetTexture {
  45007. private _internalTextures;
  45008. private _textures;
  45009. private _multiRenderTargetOptions;
  45010. /**
  45011. * Get if draw buffers are currently supported by the used hardware and browser.
  45012. */
  45013. readonly isSupported: boolean;
  45014. /**
  45015. * Get the list of textures generated by the multi render target.
  45016. */
  45017. readonly textures: Texture[];
  45018. /**
  45019. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45020. */
  45021. readonly depthTexture: Texture;
  45022. /**
  45023. * Set the wrapping mode on U of all the textures we are rendering to.
  45024. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45025. */
  45026. wrapU: number;
  45027. /**
  45028. * Set the wrapping mode on V of all the textures we are rendering to.
  45029. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45030. */
  45031. wrapV: number;
  45032. /**
  45033. * Instantiate a new multi render target texture.
  45034. * A multi render target, like a render target provides the ability to render to a texture.
  45035. * Unlike the render target, it can render to several draw buffers in one draw.
  45036. * This is specially interesting in deferred rendering or for any effects requiring more than
  45037. * just one color from a single pass.
  45038. * @param name Define the name of the texture
  45039. * @param size Define the size of the buffers to render to
  45040. * @param count Define the number of target we are rendering into
  45041. * @param scene Define the scene the texture belongs to
  45042. * @param options Define the options used to create the multi render target
  45043. */
  45044. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45045. /** @hidden */
  45046. _rebuild(): void;
  45047. private _createInternalTextures;
  45048. private _createTextures;
  45049. /**
  45050. * Define the number of samples used if MSAA is enabled.
  45051. */
  45052. samples: number;
  45053. /**
  45054. * Resize all the textures in the multi render target.
  45055. * Be carrefull as it will recreate all the data in the new texture.
  45056. * @param size Define the new size
  45057. */
  45058. resize(size: any): void;
  45059. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45060. /**
  45061. * Dispose the render targets and their associated resources
  45062. */
  45063. dispose(): void;
  45064. /**
  45065. * Release all the underlying texture used as draw buffers.
  45066. */
  45067. releaseInternalTextures(): void;
  45068. }
  45069. }
  45070. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45071. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45072. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45073. import { Nullable } from "babylonjs/types";
  45074. module "babylonjs/Engines/engine" {
  45075. interface Engine {
  45076. /**
  45077. * Unbind a list of render target textures from the webGL context
  45078. * This is used only when drawBuffer extension or webGL2 are active
  45079. * @param textures defines the render target textures to unbind
  45080. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45081. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45082. */
  45083. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45084. /**
  45085. * Create a multi render target texture
  45086. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45087. * @param size defines the size of the texture
  45088. * @param options defines the creation options
  45089. * @returns the cube texture as an InternalTexture
  45090. */
  45091. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45092. /**
  45093. * Update the sample count for a given multiple render target texture
  45094. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45095. * @param textures defines the textures to update
  45096. * @param samples defines the sample count to set
  45097. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45098. */
  45099. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45100. }
  45101. }
  45102. }
  45103. declare module "babylonjs/Engines/Extensions/index" {
  45104. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45105. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45106. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45107. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45108. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45109. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45110. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45111. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45112. }
  45113. declare module "babylonjs/Engines/index" {
  45114. export * from "babylonjs/Engines/constants";
  45115. export * from "babylonjs/Engines/engine";
  45116. export * from "babylonjs/Engines/engineStore";
  45117. export * from "babylonjs/Engines/nullEngine";
  45118. export * from "babylonjs/Engines/Extensions/index";
  45119. export * from "babylonjs/Engines/IPipelineContext";
  45120. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45121. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45122. }
  45123. declare module "babylonjs/Events/clipboardEvents" {
  45124. /**
  45125. * Gather the list of clipboard event types as constants.
  45126. */
  45127. export class ClipboardEventTypes {
  45128. /**
  45129. * The clipboard event is fired when a copy command is active (pressed).
  45130. */
  45131. static readonly COPY: number;
  45132. /**
  45133. * The clipboard event is fired when a cut command is active (pressed).
  45134. */
  45135. static readonly CUT: number;
  45136. /**
  45137. * The clipboard event is fired when a paste command is active (pressed).
  45138. */
  45139. static readonly PASTE: number;
  45140. }
  45141. /**
  45142. * This class is used to store clipboard related info for the onClipboardObservable event.
  45143. */
  45144. export class ClipboardInfo {
  45145. /**
  45146. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45147. */
  45148. type: number;
  45149. /**
  45150. * Defines the related dom event
  45151. */
  45152. event: ClipboardEvent;
  45153. /**
  45154. *Creates an instance of ClipboardInfo.
  45155. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45156. * @param event Defines the related dom event
  45157. */
  45158. constructor(
  45159. /**
  45160. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45161. */
  45162. type: number,
  45163. /**
  45164. * Defines the related dom event
  45165. */
  45166. event: ClipboardEvent);
  45167. /**
  45168. * Get the clipboard event's type from the keycode.
  45169. * @param keyCode Defines the keyCode for the current keyboard event.
  45170. * @return {number}
  45171. */
  45172. static GetTypeFromCharacter(keyCode: number): number;
  45173. }
  45174. }
  45175. declare module "babylonjs/Events/index" {
  45176. export * from "babylonjs/Events/keyboardEvents";
  45177. export * from "babylonjs/Events/pointerEvents";
  45178. export * from "babylonjs/Events/clipboardEvents";
  45179. }
  45180. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45181. import { Scene } from "babylonjs/scene";
  45182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45183. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45184. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45185. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45186. /**
  45187. * Google Daydream controller
  45188. */
  45189. export class DaydreamController extends WebVRController {
  45190. /**
  45191. * Base Url for the controller model.
  45192. */
  45193. static MODEL_BASE_URL: string;
  45194. /**
  45195. * File name for the controller model.
  45196. */
  45197. static MODEL_FILENAME: string;
  45198. /**
  45199. * Gamepad Id prefix used to identify Daydream Controller.
  45200. */
  45201. static readonly GAMEPAD_ID_PREFIX: string;
  45202. /**
  45203. * Creates a new DaydreamController from a gamepad
  45204. * @param vrGamepad the gamepad that the controller should be created from
  45205. */
  45206. constructor(vrGamepad: any);
  45207. /**
  45208. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45209. * @param scene scene in which to add meshes
  45210. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45211. */
  45212. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45213. /**
  45214. * Called once for each button that changed state since the last frame
  45215. * @param buttonIdx Which button index changed
  45216. * @param state New state of the button
  45217. * @param changes Which properties on the state changed since last frame
  45218. */
  45219. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45220. }
  45221. }
  45222. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45223. import { Scene } from "babylonjs/scene";
  45224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45225. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45226. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45227. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45228. /**
  45229. * Gear VR Controller
  45230. */
  45231. export class GearVRController extends WebVRController {
  45232. /**
  45233. * Base Url for the controller model.
  45234. */
  45235. static MODEL_BASE_URL: string;
  45236. /**
  45237. * File name for the controller model.
  45238. */
  45239. static MODEL_FILENAME: string;
  45240. /**
  45241. * Gamepad Id prefix used to identify this controller.
  45242. */
  45243. static readonly GAMEPAD_ID_PREFIX: string;
  45244. private readonly _buttonIndexToObservableNameMap;
  45245. /**
  45246. * Creates a new GearVRController from a gamepad
  45247. * @param vrGamepad the gamepad that the controller should be created from
  45248. */
  45249. constructor(vrGamepad: any);
  45250. /**
  45251. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45252. * @param scene scene in which to add meshes
  45253. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45254. */
  45255. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45256. /**
  45257. * Called once for each button that changed state since the last frame
  45258. * @param buttonIdx Which button index changed
  45259. * @param state New state of the button
  45260. * @param changes Which properties on the state changed since last frame
  45261. */
  45262. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45263. }
  45264. }
  45265. declare module "babylonjs/Gamepads/Controllers/index" {
  45266. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45267. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45268. export * from "babylonjs/Gamepads/Controllers/genericController";
  45269. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45270. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45271. export * from "babylonjs/Gamepads/Controllers/viveController";
  45272. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45273. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45274. }
  45275. declare module "babylonjs/Gamepads/index" {
  45276. export * from "babylonjs/Gamepads/Controllers/index";
  45277. export * from "babylonjs/Gamepads/gamepad";
  45278. export * from "babylonjs/Gamepads/gamepadManager";
  45279. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45280. export * from "babylonjs/Gamepads/xboxGamepad";
  45281. }
  45282. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45283. import { Scene } from "babylonjs/scene";
  45284. import { Vector4 } from "babylonjs/Maths/math.vector";
  45285. import { Color4 } from "babylonjs/Maths/math.color";
  45286. import { Mesh } from "babylonjs/Meshes/mesh";
  45287. import { Nullable } from "babylonjs/types";
  45288. /**
  45289. * Class containing static functions to help procedurally build meshes
  45290. */
  45291. export class PolyhedronBuilder {
  45292. /**
  45293. * Creates a polyhedron mesh
  45294. * * 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
  45295. * * The parameter `size` (positive float, default 1) sets the polygon size
  45296. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45297. * * 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`
  45298. * * 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
  45299. * * 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)`)
  45300. * * 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
  45301. * * 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
  45302. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45303. * * 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
  45304. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45305. * @param name defines the name of the mesh
  45306. * @param options defines the options used to create the mesh
  45307. * @param scene defines the hosting scene
  45308. * @returns the polyhedron mesh
  45309. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45310. */
  45311. static CreatePolyhedron(name: string, options: {
  45312. type?: number;
  45313. size?: number;
  45314. sizeX?: number;
  45315. sizeY?: number;
  45316. sizeZ?: number;
  45317. custom?: any;
  45318. faceUV?: Vector4[];
  45319. faceColors?: Color4[];
  45320. flat?: boolean;
  45321. updatable?: boolean;
  45322. sideOrientation?: number;
  45323. frontUVs?: Vector4;
  45324. backUVs?: Vector4;
  45325. }, scene?: Nullable<Scene>): Mesh;
  45326. }
  45327. }
  45328. declare module "babylonjs/Gizmos/scaleGizmo" {
  45329. import { Observable } from "babylonjs/Misc/observable";
  45330. import { Nullable } from "babylonjs/types";
  45331. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45332. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45333. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45334. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45335. /**
  45336. * Gizmo that enables scaling a mesh along 3 axis
  45337. */
  45338. export class ScaleGizmo extends Gizmo {
  45339. /**
  45340. * Internal gizmo used for interactions on the x axis
  45341. */
  45342. xGizmo: AxisScaleGizmo;
  45343. /**
  45344. * Internal gizmo used for interactions on the y axis
  45345. */
  45346. yGizmo: AxisScaleGizmo;
  45347. /**
  45348. * Internal gizmo used for interactions on the z axis
  45349. */
  45350. zGizmo: AxisScaleGizmo;
  45351. /**
  45352. * Internal gizmo used to scale all axis equally
  45353. */
  45354. uniformScaleGizmo: AxisScaleGizmo;
  45355. private _meshAttached;
  45356. private _updateGizmoRotationToMatchAttachedMesh;
  45357. private _snapDistance;
  45358. private _scaleRatio;
  45359. private _uniformScalingMesh;
  45360. private _octahedron;
  45361. /** Fires an event when any of it's sub gizmos are dragged */
  45362. onDragStartObservable: Observable<unknown>;
  45363. /** Fires an event when any of it's sub gizmos are released from dragging */
  45364. onDragEndObservable: Observable<unknown>;
  45365. attachedMesh: Nullable<AbstractMesh>;
  45366. /**
  45367. * Creates a ScaleGizmo
  45368. * @param gizmoLayer The utility layer the gizmo will be added to
  45369. */
  45370. constructor(gizmoLayer?: UtilityLayerRenderer);
  45371. updateGizmoRotationToMatchAttachedMesh: boolean;
  45372. /**
  45373. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45374. */
  45375. snapDistance: number;
  45376. /**
  45377. * Ratio for the scale of the gizmo (Default: 1)
  45378. */
  45379. scaleRatio: number;
  45380. /**
  45381. * Disposes of the gizmo
  45382. */
  45383. dispose(): void;
  45384. }
  45385. }
  45386. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45387. import { Observable } from "babylonjs/Misc/observable";
  45388. import { Nullable } from "babylonjs/types";
  45389. import { Vector3 } from "babylonjs/Maths/math.vector";
  45390. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45391. import { Mesh } from "babylonjs/Meshes/mesh";
  45392. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45393. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45394. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45395. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45396. import { Color3 } from "babylonjs/Maths/math.color";
  45397. /**
  45398. * Single axis scale gizmo
  45399. */
  45400. export class AxisScaleGizmo extends Gizmo {
  45401. /**
  45402. * Drag behavior responsible for the gizmos dragging interactions
  45403. */
  45404. dragBehavior: PointerDragBehavior;
  45405. private _pointerObserver;
  45406. /**
  45407. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45408. */
  45409. snapDistance: number;
  45410. /**
  45411. * Event that fires each time the gizmo snaps to a new location.
  45412. * * snapDistance is the the change in distance
  45413. */
  45414. onSnapObservable: Observable<{
  45415. snapDistance: number;
  45416. }>;
  45417. /**
  45418. * If the scaling operation should be done on all axis (default: false)
  45419. */
  45420. uniformScaling: boolean;
  45421. private _isEnabled;
  45422. private _parent;
  45423. private _arrow;
  45424. private _coloredMaterial;
  45425. private _hoverMaterial;
  45426. /**
  45427. * Creates an AxisScaleGizmo
  45428. * @param gizmoLayer The utility layer the gizmo will be added to
  45429. * @param dragAxis The axis which the gizmo will be able to scale on
  45430. * @param color The color of the gizmo
  45431. */
  45432. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45433. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45434. /**
  45435. * If the gizmo is enabled
  45436. */
  45437. isEnabled: boolean;
  45438. /**
  45439. * Disposes of the gizmo
  45440. */
  45441. dispose(): void;
  45442. /**
  45443. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45444. * @param mesh The mesh to replace the default mesh of the gizmo
  45445. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45446. */
  45447. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45448. }
  45449. }
  45450. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45451. import { Observable } from "babylonjs/Misc/observable";
  45452. import { Nullable } from "babylonjs/types";
  45453. import { Vector3 } from "babylonjs/Maths/math.vector";
  45454. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45455. import { Mesh } from "babylonjs/Meshes/mesh";
  45456. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45457. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45458. import { Color3 } from "babylonjs/Maths/math.color";
  45459. import "babylonjs/Meshes/Builders/boxBuilder";
  45460. /**
  45461. * Bounding box gizmo
  45462. */
  45463. export class BoundingBoxGizmo extends Gizmo {
  45464. private _lineBoundingBox;
  45465. private _rotateSpheresParent;
  45466. private _scaleBoxesParent;
  45467. private _boundingDimensions;
  45468. private _renderObserver;
  45469. private _pointerObserver;
  45470. private _scaleDragSpeed;
  45471. private _tmpQuaternion;
  45472. private _tmpVector;
  45473. private _tmpRotationMatrix;
  45474. /**
  45475. * 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)
  45476. */
  45477. ignoreChildren: boolean;
  45478. /**
  45479. * 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)
  45480. */
  45481. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45482. /**
  45483. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45484. */
  45485. rotationSphereSize: number;
  45486. /**
  45487. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45488. */
  45489. scaleBoxSize: number;
  45490. /**
  45491. * 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)
  45492. */
  45493. fixedDragMeshScreenSize: boolean;
  45494. /**
  45495. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45496. */
  45497. fixedDragMeshScreenSizeDistanceFactor: number;
  45498. /**
  45499. * Fired when a rotation sphere or scale box is dragged
  45500. */
  45501. onDragStartObservable: Observable<{}>;
  45502. /**
  45503. * Fired when a scale box is dragged
  45504. */
  45505. onScaleBoxDragObservable: Observable<{}>;
  45506. /**
  45507. * Fired when a scale box drag is ended
  45508. */
  45509. onScaleBoxDragEndObservable: Observable<{}>;
  45510. /**
  45511. * Fired when a rotation sphere is dragged
  45512. */
  45513. onRotationSphereDragObservable: Observable<{}>;
  45514. /**
  45515. * Fired when a rotation sphere drag is ended
  45516. */
  45517. onRotationSphereDragEndObservable: Observable<{}>;
  45518. /**
  45519. * 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)
  45520. */
  45521. scalePivot: Nullable<Vector3>;
  45522. /**
  45523. * Mesh used as a pivot to rotate the attached mesh
  45524. */
  45525. private _anchorMesh;
  45526. private _existingMeshScale;
  45527. private _dragMesh;
  45528. private pointerDragBehavior;
  45529. private coloredMaterial;
  45530. private hoverColoredMaterial;
  45531. /**
  45532. * Sets the color of the bounding box gizmo
  45533. * @param color the color to set
  45534. */
  45535. setColor(color: Color3): void;
  45536. /**
  45537. * Creates an BoundingBoxGizmo
  45538. * @param gizmoLayer The utility layer the gizmo will be added to
  45539. * @param color The color of the gizmo
  45540. */
  45541. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45542. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45543. private _selectNode;
  45544. /**
  45545. * Updates the bounding box information for the Gizmo
  45546. */
  45547. updateBoundingBox(): void;
  45548. private _updateRotationSpheres;
  45549. private _updateScaleBoxes;
  45550. /**
  45551. * Enables rotation on the specified axis and disables rotation on the others
  45552. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45553. */
  45554. setEnabledRotationAxis(axis: string): void;
  45555. /**
  45556. * Enables/disables scaling
  45557. * @param enable if scaling should be enabled
  45558. */
  45559. setEnabledScaling(enable: boolean): void;
  45560. private _updateDummy;
  45561. /**
  45562. * Enables a pointer drag behavior on the bounding box of the gizmo
  45563. */
  45564. enableDragBehavior(): void;
  45565. /**
  45566. * Disposes of the gizmo
  45567. */
  45568. dispose(): void;
  45569. /**
  45570. * 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)
  45571. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45572. * @returns the bounding box mesh with the passed in mesh as a child
  45573. */
  45574. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45575. /**
  45576. * CustomMeshes are not supported by this gizmo
  45577. * @param mesh The mesh to replace the default mesh of the gizmo
  45578. */
  45579. setCustomMesh(mesh: Mesh): void;
  45580. }
  45581. }
  45582. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45583. import { Observable } from "babylonjs/Misc/observable";
  45584. import { Nullable } from "babylonjs/types";
  45585. import { Vector3 } from "babylonjs/Maths/math.vector";
  45586. import { Color3 } from "babylonjs/Maths/math.color";
  45587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45588. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45589. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45590. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45591. import "babylonjs/Meshes/Builders/linesBuilder";
  45592. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45593. /**
  45594. * Single plane rotation gizmo
  45595. */
  45596. export class PlaneRotationGizmo extends Gizmo {
  45597. /**
  45598. * Drag behavior responsible for the gizmos dragging interactions
  45599. */
  45600. dragBehavior: PointerDragBehavior;
  45601. private _pointerObserver;
  45602. /**
  45603. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45604. */
  45605. snapDistance: number;
  45606. /**
  45607. * Event that fires each time the gizmo snaps to a new location.
  45608. * * snapDistance is the the change in distance
  45609. */
  45610. onSnapObservable: Observable<{
  45611. snapDistance: number;
  45612. }>;
  45613. private _isEnabled;
  45614. private _parent;
  45615. /**
  45616. * Creates a PlaneRotationGizmo
  45617. * @param gizmoLayer The utility layer the gizmo will be added to
  45618. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45619. * @param color The color of the gizmo
  45620. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45621. */
  45622. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45623. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45624. /**
  45625. * If the gizmo is enabled
  45626. */
  45627. isEnabled: boolean;
  45628. /**
  45629. * Disposes of the gizmo
  45630. */
  45631. dispose(): void;
  45632. }
  45633. }
  45634. declare module "babylonjs/Gizmos/rotationGizmo" {
  45635. import { Observable } from "babylonjs/Misc/observable";
  45636. import { Nullable } from "babylonjs/types";
  45637. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45638. import { Mesh } from "babylonjs/Meshes/mesh";
  45639. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45640. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45641. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45642. /**
  45643. * Gizmo that enables rotating a mesh along 3 axis
  45644. */
  45645. export class RotationGizmo extends Gizmo {
  45646. /**
  45647. * Internal gizmo used for interactions on the x axis
  45648. */
  45649. xGizmo: PlaneRotationGizmo;
  45650. /**
  45651. * Internal gizmo used for interactions on the y axis
  45652. */
  45653. yGizmo: PlaneRotationGizmo;
  45654. /**
  45655. * Internal gizmo used for interactions on the z axis
  45656. */
  45657. zGizmo: PlaneRotationGizmo;
  45658. /** Fires an event when any of it's sub gizmos are dragged */
  45659. onDragStartObservable: Observable<unknown>;
  45660. /** Fires an event when any of it's sub gizmos are released from dragging */
  45661. onDragEndObservable: Observable<unknown>;
  45662. private _meshAttached;
  45663. attachedMesh: Nullable<AbstractMesh>;
  45664. /**
  45665. * Creates a RotationGizmo
  45666. * @param gizmoLayer The utility layer the gizmo will be added to
  45667. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45668. */
  45669. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45670. updateGizmoRotationToMatchAttachedMesh: boolean;
  45671. /**
  45672. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45673. */
  45674. snapDistance: number;
  45675. /**
  45676. * Ratio for the scale of the gizmo (Default: 1)
  45677. */
  45678. scaleRatio: number;
  45679. /**
  45680. * Disposes of the gizmo
  45681. */
  45682. dispose(): void;
  45683. /**
  45684. * CustomMeshes are not supported by this gizmo
  45685. * @param mesh The mesh to replace the default mesh of the gizmo
  45686. */
  45687. setCustomMesh(mesh: Mesh): void;
  45688. }
  45689. }
  45690. declare module "babylonjs/Gizmos/gizmoManager" {
  45691. import { Observable } from "babylonjs/Misc/observable";
  45692. import { Nullable } from "babylonjs/types";
  45693. import { Scene, IDisposable } from "babylonjs/scene";
  45694. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45695. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45696. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45697. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45698. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45699. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45700. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45701. /**
  45702. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45703. */
  45704. export class GizmoManager implements IDisposable {
  45705. private scene;
  45706. /**
  45707. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45708. */
  45709. gizmos: {
  45710. positionGizmo: Nullable<PositionGizmo>;
  45711. rotationGizmo: Nullable<RotationGizmo>;
  45712. scaleGizmo: Nullable<ScaleGizmo>;
  45713. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45714. };
  45715. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45716. clearGizmoOnEmptyPointerEvent: boolean;
  45717. /** Fires an event when the manager is attached to a mesh */
  45718. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45719. private _gizmosEnabled;
  45720. private _pointerObserver;
  45721. private _attachedMesh;
  45722. private _boundingBoxColor;
  45723. private _defaultUtilityLayer;
  45724. private _defaultKeepDepthUtilityLayer;
  45725. /**
  45726. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45727. */
  45728. boundingBoxDragBehavior: SixDofDragBehavior;
  45729. /**
  45730. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45731. */
  45732. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45733. /**
  45734. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45735. */
  45736. usePointerToAttachGizmos: boolean;
  45737. /**
  45738. * Utility layer that the bounding box gizmo belongs to
  45739. */
  45740. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45741. /**
  45742. * Utility layer that all gizmos besides bounding box belong to
  45743. */
  45744. readonly utilityLayer: UtilityLayerRenderer;
  45745. /**
  45746. * Instatiates a gizmo manager
  45747. * @param scene the scene to overlay the gizmos on top of
  45748. */
  45749. constructor(scene: Scene);
  45750. /**
  45751. * Attaches a set of gizmos to the specified mesh
  45752. * @param mesh The mesh the gizmo's should be attached to
  45753. */
  45754. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45755. /**
  45756. * If the position gizmo is enabled
  45757. */
  45758. positionGizmoEnabled: boolean;
  45759. /**
  45760. * If the rotation gizmo is enabled
  45761. */
  45762. rotationGizmoEnabled: boolean;
  45763. /**
  45764. * If the scale gizmo is enabled
  45765. */
  45766. scaleGizmoEnabled: boolean;
  45767. /**
  45768. * If the boundingBox gizmo is enabled
  45769. */
  45770. boundingBoxGizmoEnabled: boolean;
  45771. /**
  45772. * Disposes of the gizmo manager
  45773. */
  45774. dispose(): void;
  45775. }
  45776. }
  45777. declare module "babylonjs/Lights/directionalLight" {
  45778. import { Camera } from "babylonjs/Cameras/camera";
  45779. import { Scene } from "babylonjs/scene";
  45780. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45782. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45783. import { Effect } from "babylonjs/Materials/effect";
  45784. /**
  45785. * A directional light is defined by a direction (what a surprise!).
  45786. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45787. * 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.
  45788. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45789. */
  45790. export class DirectionalLight extends ShadowLight {
  45791. private _shadowFrustumSize;
  45792. /**
  45793. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45794. */
  45795. /**
  45796. * Specifies a fix frustum size for the shadow generation.
  45797. */
  45798. shadowFrustumSize: number;
  45799. private _shadowOrthoScale;
  45800. /**
  45801. * Gets the shadow projection scale against the optimal computed one.
  45802. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45803. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45804. */
  45805. /**
  45806. * Sets the shadow projection scale against the optimal computed one.
  45807. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45808. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45809. */
  45810. shadowOrthoScale: number;
  45811. /**
  45812. * Automatically compute the projection matrix to best fit (including all the casters)
  45813. * on each frame.
  45814. */
  45815. autoUpdateExtends: boolean;
  45816. private _orthoLeft;
  45817. private _orthoRight;
  45818. private _orthoTop;
  45819. private _orthoBottom;
  45820. /**
  45821. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45822. * The directional light is emitted from everywhere in the given direction.
  45823. * It can cast shadows.
  45824. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45825. * @param name The friendly name of the light
  45826. * @param direction The direction of the light
  45827. * @param scene The scene the light belongs to
  45828. */
  45829. constructor(name: string, direction: Vector3, scene: Scene);
  45830. /**
  45831. * Returns the string "DirectionalLight".
  45832. * @return The class name
  45833. */
  45834. getClassName(): string;
  45835. /**
  45836. * Returns the integer 1.
  45837. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45838. */
  45839. getTypeID(): number;
  45840. /**
  45841. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45842. * Returns the DirectionalLight Shadow projection matrix.
  45843. */
  45844. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45845. /**
  45846. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45847. * Returns the DirectionalLight Shadow projection matrix.
  45848. */
  45849. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45850. /**
  45851. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45852. * Returns the DirectionalLight Shadow projection matrix.
  45853. */
  45854. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45855. protected _buildUniformLayout(): void;
  45856. /**
  45857. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45858. * @param effect The effect to update
  45859. * @param lightIndex The index of the light in the effect to update
  45860. * @returns The directional light
  45861. */
  45862. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45863. /**
  45864. * Gets the minZ used for shadow according to both the scene and the light.
  45865. *
  45866. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45867. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45868. * @param activeCamera The camera we are returning the min for
  45869. * @returns the depth min z
  45870. */
  45871. getDepthMinZ(activeCamera: Camera): number;
  45872. /**
  45873. * Gets the maxZ used for shadow according to both the scene and the light.
  45874. *
  45875. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45876. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45877. * @param activeCamera The camera we are returning the max for
  45878. * @returns the depth max z
  45879. */
  45880. getDepthMaxZ(activeCamera: Camera): number;
  45881. /**
  45882. * Prepares the list of defines specific to the light type.
  45883. * @param defines the list of defines
  45884. * @param lightIndex defines the index of the light for the effect
  45885. */
  45886. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45887. }
  45888. }
  45889. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45890. import { Mesh } from "babylonjs/Meshes/mesh";
  45891. /**
  45892. * Class containing static functions to help procedurally build meshes
  45893. */
  45894. export class HemisphereBuilder {
  45895. /**
  45896. * Creates a hemisphere mesh
  45897. * @param name defines the name of the mesh
  45898. * @param options defines the options used to create the mesh
  45899. * @param scene defines the hosting scene
  45900. * @returns the hemisphere mesh
  45901. */
  45902. static CreateHemisphere(name: string, options: {
  45903. segments?: number;
  45904. diameter?: number;
  45905. sideOrientation?: number;
  45906. }, scene: any): Mesh;
  45907. }
  45908. }
  45909. declare module "babylonjs/Lights/spotLight" {
  45910. import { Nullable } from "babylonjs/types";
  45911. import { Scene } from "babylonjs/scene";
  45912. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45913. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45914. import { Effect } from "babylonjs/Materials/effect";
  45915. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45916. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45917. /**
  45918. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45919. * These values define a cone of light starting from the position, emitting toward the direction.
  45920. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45921. * and the exponent defines the speed of the decay of the light with distance (reach).
  45922. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45923. */
  45924. export class SpotLight extends ShadowLight {
  45925. private _angle;
  45926. private _innerAngle;
  45927. private _cosHalfAngle;
  45928. private _lightAngleScale;
  45929. private _lightAngleOffset;
  45930. /**
  45931. * Gets the cone angle of the spot light in Radians.
  45932. */
  45933. /**
  45934. * Sets the cone angle of the spot light in Radians.
  45935. */
  45936. angle: number;
  45937. /**
  45938. * Only used in gltf falloff mode, this defines the angle where
  45939. * the directional falloff will start before cutting at angle which could be seen
  45940. * as outer angle.
  45941. */
  45942. /**
  45943. * Only used in gltf falloff mode, this defines the angle where
  45944. * the directional falloff will start before cutting at angle which could be seen
  45945. * as outer angle.
  45946. */
  45947. innerAngle: number;
  45948. private _shadowAngleScale;
  45949. /**
  45950. * Allows scaling the angle of the light for shadow generation only.
  45951. */
  45952. /**
  45953. * Allows scaling the angle of the light for shadow generation only.
  45954. */
  45955. shadowAngleScale: number;
  45956. /**
  45957. * The light decay speed with the distance from the emission spot.
  45958. */
  45959. exponent: number;
  45960. private _projectionTextureMatrix;
  45961. /**
  45962. * Allows reading the projecton texture
  45963. */
  45964. readonly projectionTextureMatrix: Matrix;
  45965. protected _projectionTextureLightNear: number;
  45966. /**
  45967. * Gets the near clip of the Spotlight for texture projection.
  45968. */
  45969. /**
  45970. * Sets the near clip of the Spotlight for texture projection.
  45971. */
  45972. projectionTextureLightNear: number;
  45973. protected _projectionTextureLightFar: number;
  45974. /**
  45975. * Gets the far clip of the Spotlight for texture projection.
  45976. */
  45977. /**
  45978. * Sets the far clip of the Spotlight for texture projection.
  45979. */
  45980. projectionTextureLightFar: number;
  45981. protected _projectionTextureUpDirection: Vector3;
  45982. /**
  45983. * Gets the Up vector of the Spotlight for texture projection.
  45984. */
  45985. /**
  45986. * Sets the Up vector of the Spotlight for texture projection.
  45987. */
  45988. projectionTextureUpDirection: Vector3;
  45989. private _projectionTexture;
  45990. /**
  45991. * Gets the projection texture of the light.
  45992. */
  45993. /**
  45994. * Sets the projection texture of the light.
  45995. */
  45996. projectionTexture: Nullable<BaseTexture>;
  45997. private _projectionTextureViewLightDirty;
  45998. private _projectionTextureProjectionLightDirty;
  45999. private _projectionTextureDirty;
  46000. private _projectionTextureViewTargetVector;
  46001. private _projectionTextureViewLightMatrix;
  46002. private _projectionTextureProjectionLightMatrix;
  46003. private _projectionTextureScalingMatrix;
  46004. /**
  46005. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46006. * It can cast shadows.
  46007. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46008. * @param name The light friendly name
  46009. * @param position The position of the spot light in the scene
  46010. * @param direction The direction of the light in the scene
  46011. * @param angle The cone angle of the light in Radians
  46012. * @param exponent The light decay speed with the distance from the emission spot
  46013. * @param scene The scene the lights belongs to
  46014. */
  46015. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46016. /**
  46017. * Returns the string "SpotLight".
  46018. * @returns the class name
  46019. */
  46020. getClassName(): string;
  46021. /**
  46022. * Returns the integer 2.
  46023. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46024. */
  46025. getTypeID(): number;
  46026. /**
  46027. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46028. */
  46029. protected _setDirection(value: Vector3): void;
  46030. /**
  46031. * Overrides the position setter to recompute the projection texture view light Matrix.
  46032. */
  46033. protected _setPosition(value: Vector3): void;
  46034. /**
  46035. * 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.
  46036. * Returns the SpotLight.
  46037. */
  46038. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46039. protected _computeProjectionTextureViewLightMatrix(): void;
  46040. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46041. /**
  46042. * Main function for light texture projection matrix computing.
  46043. */
  46044. protected _computeProjectionTextureMatrix(): void;
  46045. protected _buildUniformLayout(): void;
  46046. private _computeAngleValues;
  46047. /**
  46048. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46049. * @param effect The effect to update
  46050. * @param lightIndex The index of the light in the effect to update
  46051. * @returns The spot light
  46052. */
  46053. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46054. /**
  46055. * Disposes the light and the associated resources.
  46056. */
  46057. dispose(): void;
  46058. /**
  46059. * Prepares the list of defines specific to the light type.
  46060. * @param defines the list of defines
  46061. * @param lightIndex defines the index of the light for the effect
  46062. */
  46063. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46064. }
  46065. }
  46066. declare module "babylonjs/Gizmos/lightGizmo" {
  46067. import { Nullable } from "babylonjs/types";
  46068. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46069. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46070. import { Light } from "babylonjs/Lights/light";
  46071. /**
  46072. * Gizmo that enables viewing a light
  46073. */
  46074. export class LightGizmo extends Gizmo {
  46075. private _lightMesh;
  46076. private _material;
  46077. private cachedPosition;
  46078. private cachedForward;
  46079. /**
  46080. * Creates a LightGizmo
  46081. * @param gizmoLayer The utility layer the gizmo will be added to
  46082. */
  46083. constructor(gizmoLayer?: UtilityLayerRenderer);
  46084. private _light;
  46085. /**
  46086. * The light that the gizmo is attached to
  46087. */
  46088. light: Nullable<Light>;
  46089. /**
  46090. * @hidden
  46091. * Updates the gizmo to match the attached mesh's position/rotation
  46092. */
  46093. protected _update(): void;
  46094. private static _Scale;
  46095. /**
  46096. * Creates the lines for a light mesh
  46097. */
  46098. private static _createLightLines;
  46099. /**
  46100. * Disposes of the light gizmo
  46101. */
  46102. dispose(): void;
  46103. private static _CreateHemisphericLightMesh;
  46104. private static _CreatePointLightMesh;
  46105. private static _CreateSpotLightMesh;
  46106. private static _CreateDirectionalLightMesh;
  46107. }
  46108. }
  46109. declare module "babylonjs/Gizmos/index" {
  46110. export * from "babylonjs/Gizmos/axisDragGizmo";
  46111. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46112. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46113. export * from "babylonjs/Gizmos/gizmo";
  46114. export * from "babylonjs/Gizmos/gizmoManager";
  46115. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46116. export * from "babylonjs/Gizmos/positionGizmo";
  46117. export * from "babylonjs/Gizmos/rotationGizmo";
  46118. export * from "babylonjs/Gizmos/scaleGizmo";
  46119. export * from "babylonjs/Gizmos/lightGizmo";
  46120. export * from "babylonjs/Gizmos/planeDragGizmo";
  46121. }
  46122. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46123. /** @hidden */
  46124. export var backgroundFragmentDeclaration: {
  46125. name: string;
  46126. shader: string;
  46127. };
  46128. }
  46129. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46130. /** @hidden */
  46131. export var backgroundUboDeclaration: {
  46132. name: string;
  46133. shader: string;
  46134. };
  46135. }
  46136. declare module "babylonjs/Shaders/background.fragment" {
  46137. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46138. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46139. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46140. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46141. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46142. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46143. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46144. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46145. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46146. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46147. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46148. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46149. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46150. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46151. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46152. /** @hidden */
  46153. export var backgroundPixelShader: {
  46154. name: string;
  46155. shader: string;
  46156. };
  46157. }
  46158. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46159. /** @hidden */
  46160. export var backgroundVertexDeclaration: {
  46161. name: string;
  46162. shader: string;
  46163. };
  46164. }
  46165. declare module "babylonjs/Shaders/background.vertex" {
  46166. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46167. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46168. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46169. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46170. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46171. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46172. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46173. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46174. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46175. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46176. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46177. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46178. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46179. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46180. /** @hidden */
  46181. export var backgroundVertexShader: {
  46182. name: string;
  46183. shader: string;
  46184. };
  46185. }
  46186. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46187. import { Nullable, int, float } from "babylonjs/types";
  46188. import { Scene } from "babylonjs/scene";
  46189. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46190. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46192. import { Mesh } from "babylonjs/Meshes/mesh";
  46193. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46195. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46197. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46198. import { Color3 } from "babylonjs/Maths/math.color";
  46199. import "babylonjs/Shaders/background.fragment";
  46200. import "babylonjs/Shaders/background.vertex";
  46201. /**
  46202. * Background material used to create an efficient environement around your scene.
  46203. */
  46204. export class BackgroundMaterial extends PushMaterial {
  46205. /**
  46206. * Standard reflectance value at parallel view angle.
  46207. */
  46208. static StandardReflectance0: number;
  46209. /**
  46210. * Standard reflectance value at grazing angle.
  46211. */
  46212. static StandardReflectance90: number;
  46213. protected _primaryColor: Color3;
  46214. /**
  46215. * Key light Color (multiply against the environement texture)
  46216. */
  46217. primaryColor: Color3;
  46218. protected __perceptualColor: Nullable<Color3>;
  46219. /**
  46220. * Experimental Internal Use Only.
  46221. *
  46222. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46223. * This acts as a helper to set the primary color to a more "human friendly" value.
  46224. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46225. * output color as close as possible from the chosen value.
  46226. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46227. * part of lighting setup.)
  46228. */
  46229. _perceptualColor: Nullable<Color3>;
  46230. protected _primaryColorShadowLevel: float;
  46231. /**
  46232. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46233. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46234. */
  46235. primaryColorShadowLevel: float;
  46236. protected _primaryColorHighlightLevel: float;
  46237. /**
  46238. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46239. * The primary color is used at the level chosen to define what the white area would look.
  46240. */
  46241. primaryColorHighlightLevel: float;
  46242. protected _reflectionTexture: Nullable<BaseTexture>;
  46243. /**
  46244. * Reflection Texture used in the material.
  46245. * Should be author in a specific way for the best result (refer to the documentation).
  46246. */
  46247. reflectionTexture: Nullable<BaseTexture>;
  46248. protected _reflectionBlur: float;
  46249. /**
  46250. * Reflection Texture level of blur.
  46251. *
  46252. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46253. * texture twice.
  46254. */
  46255. reflectionBlur: float;
  46256. protected _diffuseTexture: Nullable<BaseTexture>;
  46257. /**
  46258. * Diffuse Texture used in the material.
  46259. * Should be author in a specific way for the best result (refer to the documentation).
  46260. */
  46261. diffuseTexture: Nullable<BaseTexture>;
  46262. protected _shadowLights: Nullable<IShadowLight[]>;
  46263. /**
  46264. * Specify the list of lights casting shadow on the material.
  46265. * All scene shadow lights will be included if null.
  46266. */
  46267. shadowLights: Nullable<IShadowLight[]>;
  46268. protected _shadowLevel: float;
  46269. /**
  46270. * Helps adjusting the shadow to a softer level if required.
  46271. * 0 means black shadows and 1 means no shadows.
  46272. */
  46273. shadowLevel: float;
  46274. protected _sceneCenter: Vector3;
  46275. /**
  46276. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46277. * It is usually zero but might be interesting to modify according to your setup.
  46278. */
  46279. sceneCenter: Vector3;
  46280. protected _opacityFresnel: boolean;
  46281. /**
  46282. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46283. * This helps ensuring a nice transition when the camera goes under the ground.
  46284. */
  46285. opacityFresnel: boolean;
  46286. protected _reflectionFresnel: boolean;
  46287. /**
  46288. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46289. * This helps adding a mirror texture on the ground.
  46290. */
  46291. reflectionFresnel: boolean;
  46292. protected _reflectionFalloffDistance: number;
  46293. /**
  46294. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46295. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46296. */
  46297. reflectionFalloffDistance: number;
  46298. protected _reflectionAmount: number;
  46299. /**
  46300. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46301. */
  46302. reflectionAmount: number;
  46303. protected _reflectionReflectance0: number;
  46304. /**
  46305. * This specifies the weight of the reflection at grazing angle.
  46306. */
  46307. reflectionReflectance0: number;
  46308. protected _reflectionReflectance90: number;
  46309. /**
  46310. * This specifies the weight of the reflection at a perpendicular point of view.
  46311. */
  46312. reflectionReflectance90: number;
  46313. /**
  46314. * Sets the reflection reflectance fresnel values according to the default standard
  46315. * empirically know to work well :-)
  46316. */
  46317. reflectionStandardFresnelWeight: number;
  46318. protected _useRGBColor: boolean;
  46319. /**
  46320. * Helps to directly use the maps channels instead of their level.
  46321. */
  46322. useRGBColor: boolean;
  46323. protected _enableNoise: boolean;
  46324. /**
  46325. * This helps reducing the banding effect that could occur on the background.
  46326. */
  46327. enableNoise: boolean;
  46328. /**
  46329. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46330. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46331. * Recommended to be keep at 1.0 except for special cases.
  46332. */
  46333. fovMultiplier: number;
  46334. private _fovMultiplier;
  46335. /**
  46336. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46337. */
  46338. useEquirectangularFOV: boolean;
  46339. private _maxSimultaneousLights;
  46340. /**
  46341. * Number of Simultaneous lights allowed on the material.
  46342. */
  46343. maxSimultaneousLights: int;
  46344. /**
  46345. * Default configuration related to image processing available in the Background Material.
  46346. */
  46347. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46348. /**
  46349. * Keep track of the image processing observer to allow dispose and replace.
  46350. */
  46351. private _imageProcessingObserver;
  46352. /**
  46353. * Attaches a new image processing configuration to the PBR Material.
  46354. * @param configuration (if null the scene configuration will be use)
  46355. */
  46356. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46357. /**
  46358. * Gets the image processing configuration used either in this material.
  46359. */
  46360. /**
  46361. * Sets the Default image processing configuration used either in the this material.
  46362. *
  46363. * If sets to null, the scene one is in use.
  46364. */
  46365. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46366. /**
  46367. * Gets wether the color curves effect is enabled.
  46368. */
  46369. /**
  46370. * Sets wether the color curves effect is enabled.
  46371. */
  46372. cameraColorCurvesEnabled: boolean;
  46373. /**
  46374. * Gets wether the color grading effect is enabled.
  46375. */
  46376. /**
  46377. * Gets wether the color grading effect is enabled.
  46378. */
  46379. cameraColorGradingEnabled: boolean;
  46380. /**
  46381. * Gets wether tonemapping is enabled or not.
  46382. */
  46383. /**
  46384. * Sets wether tonemapping is enabled or not
  46385. */
  46386. cameraToneMappingEnabled: boolean;
  46387. /**
  46388. * The camera exposure used on this material.
  46389. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46390. * This corresponds to a photographic exposure.
  46391. */
  46392. /**
  46393. * The camera exposure used on this material.
  46394. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46395. * This corresponds to a photographic exposure.
  46396. */
  46397. cameraExposure: float;
  46398. /**
  46399. * Gets The camera contrast used on this material.
  46400. */
  46401. /**
  46402. * Sets The camera contrast used on this material.
  46403. */
  46404. cameraContrast: float;
  46405. /**
  46406. * Gets the Color Grading 2D Lookup Texture.
  46407. */
  46408. /**
  46409. * Sets the Color Grading 2D Lookup Texture.
  46410. */
  46411. cameraColorGradingTexture: Nullable<BaseTexture>;
  46412. /**
  46413. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46414. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46415. * 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;
  46416. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46417. */
  46418. /**
  46419. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46420. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46421. * 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;
  46422. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46423. */
  46424. cameraColorCurves: Nullable<ColorCurves>;
  46425. /**
  46426. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46427. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46428. */
  46429. switchToBGR: boolean;
  46430. private _renderTargets;
  46431. private _reflectionControls;
  46432. private _white;
  46433. private _primaryShadowColor;
  46434. private _primaryHighlightColor;
  46435. /**
  46436. * Instantiates a Background Material in the given scene
  46437. * @param name The friendly name of the material
  46438. * @param scene The scene to add the material to
  46439. */
  46440. constructor(name: string, scene: Scene);
  46441. /**
  46442. * Gets a boolean indicating that current material needs to register RTT
  46443. */
  46444. readonly hasRenderTargetTextures: boolean;
  46445. /**
  46446. * The entire material has been created in order to prevent overdraw.
  46447. * @returns false
  46448. */
  46449. needAlphaTesting(): boolean;
  46450. /**
  46451. * The entire material has been created in order to prevent overdraw.
  46452. * @returns true if blending is enable
  46453. */
  46454. needAlphaBlending(): boolean;
  46455. /**
  46456. * Checks wether the material is ready to be rendered for a given mesh.
  46457. * @param mesh The mesh to render
  46458. * @param subMesh The submesh to check against
  46459. * @param useInstances Specify wether or not the material is used with instances
  46460. * @returns true if all the dependencies are ready (Textures, Effects...)
  46461. */
  46462. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46463. /**
  46464. * Compute the primary color according to the chosen perceptual color.
  46465. */
  46466. private _computePrimaryColorFromPerceptualColor;
  46467. /**
  46468. * Compute the highlights and shadow colors according to their chosen levels.
  46469. */
  46470. private _computePrimaryColors;
  46471. /**
  46472. * Build the uniform buffer used in the material.
  46473. */
  46474. buildUniformLayout(): void;
  46475. /**
  46476. * Unbind the material.
  46477. */
  46478. unbind(): void;
  46479. /**
  46480. * Bind only the world matrix to the material.
  46481. * @param world The world matrix to bind.
  46482. */
  46483. bindOnlyWorldMatrix(world: Matrix): void;
  46484. /**
  46485. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46486. * @param world The world matrix to bind.
  46487. * @param subMesh The submesh to bind for.
  46488. */
  46489. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46490. /**
  46491. * Dispose the material.
  46492. * @param forceDisposeEffect Force disposal of the associated effect.
  46493. * @param forceDisposeTextures Force disposal of the associated textures.
  46494. */
  46495. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46496. /**
  46497. * Clones the material.
  46498. * @param name The cloned name.
  46499. * @returns The cloned material.
  46500. */
  46501. clone(name: string): BackgroundMaterial;
  46502. /**
  46503. * Serializes the current material to its JSON representation.
  46504. * @returns The JSON representation.
  46505. */
  46506. serialize(): any;
  46507. /**
  46508. * Gets the class name of the material
  46509. * @returns "BackgroundMaterial"
  46510. */
  46511. getClassName(): string;
  46512. /**
  46513. * Parse a JSON input to create back a background material.
  46514. * @param source The JSON data to parse
  46515. * @param scene The scene to create the parsed material in
  46516. * @param rootUrl The root url of the assets the material depends upon
  46517. * @returns the instantiated BackgroundMaterial.
  46518. */
  46519. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46520. }
  46521. }
  46522. declare module "babylonjs/Helpers/environmentHelper" {
  46523. import { Observable } from "babylonjs/Misc/observable";
  46524. import { Nullable } from "babylonjs/types";
  46525. import { Scene } from "babylonjs/scene";
  46526. import { Vector3 } from "babylonjs/Maths/math.vector";
  46527. import { Color3 } from "babylonjs/Maths/math.color";
  46528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46529. import { Mesh } from "babylonjs/Meshes/mesh";
  46530. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46531. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46532. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46533. import "babylonjs/Meshes/Builders/planeBuilder";
  46534. import "babylonjs/Meshes/Builders/boxBuilder";
  46535. /**
  46536. * Represents the different options available during the creation of
  46537. * a Environment helper.
  46538. *
  46539. * This can control the default ground, skybox and image processing setup of your scene.
  46540. */
  46541. export interface IEnvironmentHelperOptions {
  46542. /**
  46543. * Specifies wether or not to create a ground.
  46544. * True by default.
  46545. */
  46546. createGround: boolean;
  46547. /**
  46548. * Specifies the ground size.
  46549. * 15 by default.
  46550. */
  46551. groundSize: number;
  46552. /**
  46553. * The texture used on the ground for the main color.
  46554. * Comes from the BabylonJS CDN by default.
  46555. *
  46556. * Remarks: Can be either a texture or a url.
  46557. */
  46558. groundTexture: string | BaseTexture;
  46559. /**
  46560. * The color mixed in the ground texture by default.
  46561. * BabylonJS clearColor by default.
  46562. */
  46563. groundColor: Color3;
  46564. /**
  46565. * Specifies the ground opacity.
  46566. * 1 by default.
  46567. */
  46568. groundOpacity: number;
  46569. /**
  46570. * Enables the ground to receive shadows.
  46571. * True by default.
  46572. */
  46573. enableGroundShadow: boolean;
  46574. /**
  46575. * Helps preventing the shadow to be fully black on the ground.
  46576. * 0.5 by default.
  46577. */
  46578. groundShadowLevel: number;
  46579. /**
  46580. * Creates a mirror texture attach to the ground.
  46581. * false by default.
  46582. */
  46583. enableGroundMirror: boolean;
  46584. /**
  46585. * Specifies the ground mirror size ratio.
  46586. * 0.3 by default as the default kernel is 64.
  46587. */
  46588. groundMirrorSizeRatio: number;
  46589. /**
  46590. * Specifies the ground mirror blur kernel size.
  46591. * 64 by default.
  46592. */
  46593. groundMirrorBlurKernel: number;
  46594. /**
  46595. * Specifies the ground mirror visibility amount.
  46596. * 1 by default
  46597. */
  46598. groundMirrorAmount: number;
  46599. /**
  46600. * Specifies the ground mirror reflectance weight.
  46601. * This uses the standard weight of the background material to setup the fresnel effect
  46602. * of the mirror.
  46603. * 1 by default.
  46604. */
  46605. groundMirrorFresnelWeight: number;
  46606. /**
  46607. * Specifies the ground mirror Falloff distance.
  46608. * This can helps reducing the size of the reflection.
  46609. * 0 by Default.
  46610. */
  46611. groundMirrorFallOffDistance: number;
  46612. /**
  46613. * Specifies the ground mirror texture type.
  46614. * Unsigned Int by Default.
  46615. */
  46616. groundMirrorTextureType: number;
  46617. /**
  46618. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46619. * the shown objects.
  46620. */
  46621. groundYBias: number;
  46622. /**
  46623. * Specifies wether or not to create a skybox.
  46624. * True by default.
  46625. */
  46626. createSkybox: boolean;
  46627. /**
  46628. * Specifies the skybox size.
  46629. * 20 by default.
  46630. */
  46631. skyboxSize: number;
  46632. /**
  46633. * The texture used on the skybox for the main color.
  46634. * Comes from the BabylonJS CDN by default.
  46635. *
  46636. * Remarks: Can be either a texture or a url.
  46637. */
  46638. skyboxTexture: string | BaseTexture;
  46639. /**
  46640. * The color mixed in the skybox texture by default.
  46641. * BabylonJS clearColor by default.
  46642. */
  46643. skyboxColor: Color3;
  46644. /**
  46645. * The background rotation around the Y axis of the scene.
  46646. * This helps aligning the key lights of your scene with the background.
  46647. * 0 by default.
  46648. */
  46649. backgroundYRotation: number;
  46650. /**
  46651. * Compute automatically the size of the elements to best fit with the scene.
  46652. */
  46653. sizeAuto: boolean;
  46654. /**
  46655. * Default position of the rootMesh if autoSize is not true.
  46656. */
  46657. rootPosition: Vector3;
  46658. /**
  46659. * Sets up the image processing in the scene.
  46660. * true by default.
  46661. */
  46662. setupImageProcessing: boolean;
  46663. /**
  46664. * The texture used as your environment texture in the scene.
  46665. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46666. *
  46667. * Remarks: Can be either a texture or a url.
  46668. */
  46669. environmentTexture: string | BaseTexture;
  46670. /**
  46671. * The value of the exposure to apply to the scene.
  46672. * 0.6 by default if setupImageProcessing is true.
  46673. */
  46674. cameraExposure: number;
  46675. /**
  46676. * The value of the contrast to apply to the scene.
  46677. * 1.6 by default if setupImageProcessing is true.
  46678. */
  46679. cameraContrast: number;
  46680. /**
  46681. * Specifies wether or not tonemapping should be enabled in the scene.
  46682. * true by default if setupImageProcessing is true.
  46683. */
  46684. toneMappingEnabled: boolean;
  46685. }
  46686. /**
  46687. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46688. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46689. * It also helps with the default setup of your imageProcessing configuration.
  46690. */
  46691. export class EnvironmentHelper {
  46692. /**
  46693. * Default ground texture URL.
  46694. */
  46695. private static _groundTextureCDNUrl;
  46696. /**
  46697. * Default skybox texture URL.
  46698. */
  46699. private static _skyboxTextureCDNUrl;
  46700. /**
  46701. * Default environment texture URL.
  46702. */
  46703. private static _environmentTextureCDNUrl;
  46704. /**
  46705. * Creates the default options for the helper.
  46706. */
  46707. private static _getDefaultOptions;
  46708. private _rootMesh;
  46709. /**
  46710. * Gets the root mesh created by the helper.
  46711. */
  46712. readonly rootMesh: Mesh;
  46713. private _skybox;
  46714. /**
  46715. * Gets the skybox created by the helper.
  46716. */
  46717. readonly skybox: Nullable<Mesh>;
  46718. private _skyboxTexture;
  46719. /**
  46720. * Gets the skybox texture created by the helper.
  46721. */
  46722. readonly skyboxTexture: Nullable<BaseTexture>;
  46723. private _skyboxMaterial;
  46724. /**
  46725. * Gets the skybox material created by the helper.
  46726. */
  46727. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46728. private _ground;
  46729. /**
  46730. * Gets the ground mesh created by the helper.
  46731. */
  46732. readonly ground: Nullable<Mesh>;
  46733. private _groundTexture;
  46734. /**
  46735. * Gets the ground texture created by the helper.
  46736. */
  46737. readonly groundTexture: Nullable<BaseTexture>;
  46738. private _groundMirror;
  46739. /**
  46740. * Gets the ground mirror created by the helper.
  46741. */
  46742. readonly groundMirror: Nullable<MirrorTexture>;
  46743. /**
  46744. * Gets the ground mirror render list to helps pushing the meshes
  46745. * you wish in the ground reflection.
  46746. */
  46747. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46748. private _groundMaterial;
  46749. /**
  46750. * Gets the ground material created by the helper.
  46751. */
  46752. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46753. /**
  46754. * Stores the creation options.
  46755. */
  46756. private readonly _scene;
  46757. private _options;
  46758. /**
  46759. * This observable will be notified with any error during the creation of the environment,
  46760. * mainly texture creation errors.
  46761. */
  46762. onErrorObservable: Observable<{
  46763. message?: string;
  46764. exception?: any;
  46765. }>;
  46766. /**
  46767. * constructor
  46768. * @param options Defines the options we want to customize the helper
  46769. * @param scene The scene to add the material to
  46770. */
  46771. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46772. /**
  46773. * Updates the background according to the new options
  46774. * @param options
  46775. */
  46776. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46777. /**
  46778. * Sets the primary color of all the available elements.
  46779. * @param color the main color to affect to the ground and the background
  46780. */
  46781. setMainColor(color: Color3): void;
  46782. /**
  46783. * Setup the image processing according to the specified options.
  46784. */
  46785. private _setupImageProcessing;
  46786. /**
  46787. * Setup the environment texture according to the specified options.
  46788. */
  46789. private _setupEnvironmentTexture;
  46790. /**
  46791. * Setup the background according to the specified options.
  46792. */
  46793. private _setupBackground;
  46794. /**
  46795. * Get the scene sizes according to the setup.
  46796. */
  46797. private _getSceneSize;
  46798. /**
  46799. * Setup the ground according to the specified options.
  46800. */
  46801. private _setupGround;
  46802. /**
  46803. * Setup the ground material according to the specified options.
  46804. */
  46805. private _setupGroundMaterial;
  46806. /**
  46807. * Setup the ground diffuse texture according to the specified options.
  46808. */
  46809. private _setupGroundDiffuseTexture;
  46810. /**
  46811. * Setup the ground mirror texture according to the specified options.
  46812. */
  46813. private _setupGroundMirrorTexture;
  46814. /**
  46815. * Setup the ground to receive the mirror texture.
  46816. */
  46817. private _setupMirrorInGroundMaterial;
  46818. /**
  46819. * Setup the skybox according to the specified options.
  46820. */
  46821. private _setupSkybox;
  46822. /**
  46823. * Setup the skybox material according to the specified options.
  46824. */
  46825. private _setupSkyboxMaterial;
  46826. /**
  46827. * Setup the skybox reflection texture according to the specified options.
  46828. */
  46829. private _setupSkyboxReflectionTexture;
  46830. private _errorHandler;
  46831. /**
  46832. * Dispose all the elements created by the Helper.
  46833. */
  46834. dispose(): void;
  46835. }
  46836. }
  46837. declare module "babylonjs/Helpers/photoDome" {
  46838. import { Observable } from "babylonjs/Misc/observable";
  46839. import { Nullable } from "babylonjs/types";
  46840. import { Scene } from "babylonjs/scene";
  46841. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46842. import { Mesh } from "babylonjs/Meshes/mesh";
  46843. import { Texture } from "babylonjs/Materials/Textures/texture";
  46844. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46845. import "babylonjs/Meshes/Builders/sphereBuilder";
  46846. /**
  46847. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46848. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46849. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46850. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46851. */
  46852. export class PhotoDome extends TransformNode {
  46853. /**
  46854. * Define the image as a Monoscopic panoramic 360 image.
  46855. */
  46856. static readonly MODE_MONOSCOPIC: number;
  46857. /**
  46858. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46859. */
  46860. static readonly MODE_TOPBOTTOM: number;
  46861. /**
  46862. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46863. */
  46864. static readonly MODE_SIDEBYSIDE: number;
  46865. private _useDirectMapping;
  46866. /**
  46867. * The texture being displayed on the sphere
  46868. */
  46869. protected _photoTexture: Texture;
  46870. /**
  46871. * Gets or sets the texture being displayed on the sphere
  46872. */
  46873. photoTexture: Texture;
  46874. /**
  46875. * Observable raised when an error occured while loading the 360 image
  46876. */
  46877. onLoadErrorObservable: Observable<string>;
  46878. /**
  46879. * The skybox material
  46880. */
  46881. protected _material: BackgroundMaterial;
  46882. /**
  46883. * The surface used for the skybox
  46884. */
  46885. protected _mesh: Mesh;
  46886. /**
  46887. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46888. * Also see the options.resolution property.
  46889. */
  46890. fovMultiplier: number;
  46891. private _imageMode;
  46892. /**
  46893. * Gets or set the current video mode for the video. It can be:
  46894. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46895. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46896. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46897. */
  46898. imageMode: number;
  46899. /**
  46900. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46901. * @param name Element's name, child elements will append suffixes for their own names.
  46902. * @param urlsOfPhoto defines the url of the photo to display
  46903. * @param options defines an object containing optional or exposed sub element properties
  46904. * @param onError defines a callback called when an error occured while loading the texture
  46905. */
  46906. constructor(name: string, urlOfPhoto: string, options: {
  46907. resolution?: number;
  46908. size?: number;
  46909. useDirectMapping?: boolean;
  46910. faceForward?: boolean;
  46911. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46912. private _onBeforeCameraRenderObserver;
  46913. private _changeImageMode;
  46914. /**
  46915. * Releases resources associated with this node.
  46916. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46917. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46918. */
  46919. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46920. }
  46921. }
  46922. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46923. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46924. /** @hidden */
  46925. export var rgbdDecodePixelShader: {
  46926. name: string;
  46927. shader: string;
  46928. };
  46929. }
  46930. declare module "babylonjs/Misc/brdfTextureTools" {
  46931. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46932. import { Scene } from "babylonjs/scene";
  46933. import "babylonjs/Shaders/rgbdDecode.fragment";
  46934. /**
  46935. * Class used to host texture specific utilities
  46936. */
  46937. export class BRDFTextureTools {
  46938. /**
  46939. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46940. * @param texture the texture to expand.
  46941. */
  46942. private static _ExpandDefaultBRDFTexture;
  46943. /**
  46944. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46945. * @param scene defines the hosting scene
  46946. * @returns the environment BRDF texture
  46947. */
  46948. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46949. private static _environmentBRDFBase64Texture;
  46950. }
  46951. }
  46952. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46953. import { Nullable } from "babylonjs/types";
  46954. import { Color3 } from "babylonjs/Maths/math.color";
  46955. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46956. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46957. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46958. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46959. import { Engine } from "babylonjs/Engines/engine";
  46960. import { Scene } from "babylonjs/scene";
  46961. /**
  46962. * @hidden
  46963. */
  46964. export interface IMaterialClearCoatDefines {
  46965. CLEARCOAT: boolean;
  46966. CLEARCOAT_DEFAULTIOR: boolean;
  46967. CLEARCOAT_TEXTURE: boolean;
  46968. CLEARCOAT_TEXTUREDIRECTUV: number;
  46969. CLEARCOAT_BUMP: boolean;
  46970. CLEARCOAT_BUMPDIRECTUV: number;
  46971. CLEARCOAT_TINT: boolean;
  46972. CLEARCOAT_TINT_TEXTURE: boolean;
  46973. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46974. /** @hidden */
  46975. _areTexturesDirty: boolean;
  46976. }
  46977. /**
  46978. * Define the code related to the clear coat parameters of the pbr material.
  46979. */
  46980. export class PBRClearCoatConfiguration {
  46981. /**
  46982. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46983. * The default fits with a polyurethane material.
  46984. */
  46985. private static readonly _DefaultIndexOfRefraction;
  46986. private _isEnabled;
  46987. /**
  46988. * Defines if the clear coat is enabled in the material.
  46989. */
  46990. isEnabled: boolean;
  46991. /**
  46992. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46993. */
  46994. intensity: number;
  46995. /**
  46996. * Defines the clear coat layer roughness.
  46997. */
  46998. roughness: number;
  46999. private _indexOfRefraction;
  47000. /**
  47001. * Defines the index of refraction of the clear coat.
  47002. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47003. * The default fits with a polyurethane material.
  47004. * Changing the default value is more performance intensive.
  47005. */
  47006. indexOfRefraction: number;
  47007. private _texture;
  47008. /**
  47009. * Stores the clear coat values in a texture.
  47010. */
  47011. texture: Nullable<BaseTexture>;
  47012. private _bumpTexture;
  47013. /**
  47014. * Define the clear coat specific bump texture.
  47015. */
  47016. bumpTexture: Nullable<BaseTexture>;
  47017. private _isTintEnabled;
  47018. /**
  47019. * Defines if the clear coat tint is enabled in the material.
  47020. */
  47021. isTintEnabled: boolean;
  47022. /**
  47023. * Defines the clear coat tint of the material.
  47024. * This is only use if tint is enabled
  47025. */
  47026. tintColor: Color3;
  47027. /**
  47028. * Defines the distance at which the tint color should be found in the
  47029. * clear coat media.
  47030. * This is only use if tint is enabled
  47031. */
  47032. tintColorAtDistance: number;
  47033. /**
  47034. * Defines the clear coat layer thickness.
  47035. * This is only use if tint is enabled
  47036. */
  47037. tintThickness: number;
  47038. private _tintTexture;
  47039. /**
  47040. * Stores the clear tint values in a texture.
  47041. * rgb is tint
  47042. * a is a thickness factor
  47043. */
  47044. tintTexture: Nullable<BaseTexture>;
  47045. /** @hidden */
  47046. private _internalMarkAllSubMeshesAsTexturesDirty;
  47047. /** @hidden */
  47048. _markAllSubMeshesAsTexturesDirty(): void;
  47049. /**
  47050. * Instantiate a new istance of clear coat configuration.
  47051. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47052. */
  47053. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47054. /**
  47055. * Gets wehter the submesh is ready to be used or not.
  47056. * @param defines the list of "defines" to update.
  47057. * @param scene defines the scene the material belongs to.
  47058. * @param engine defines the engine the material belongs to.
  47059. * @param disableBumpMap defines wether the material disables bump or not.
  47060. * @returns - boolean indicating that the submesh is ready or not.
  47061. */
  47062. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47063. /**
  47064. * Checks to see if a texture is used in the material.
  47065. * @param defines the list of "defines" to update.
  47066. * @param scene defines the scene to the material belongs to.
  47067. */
  47068. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47069. /**
  47070. * Binds the material data.
  47071. * @param uniformBuffer defines the Uniform buffer to fill in.
  47072. * @param scene defines the scene the material belongs to.
  47073. * @param engine defines the engine the material belongs to.
  47074. * @param disableBumpMap defines wether the material disables bump or not.
  47075. * @param isFrozen defines wether the material is frozen or not.
  47076. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47077. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47078. */
  47079. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47080. /**
  47081. * Checks to see if a texture is used in the material.
  47082. * @param texture - Base texture to use.
  47083. * @returns - Boolean specifying if a texture is used in the material.
  47084. */
  47085. hasTexture(texture: BaseTexture): boolean;
  47086. /**
  47087. * Returns an array of the actively used textures.
  47088. * @param activeTextures Array of BaseTextures
  47089. */
  47090. getActiveTextures(activeTextures: BaseTexture[]): void;
  47091. /**
  47092. * Returns the animatable textures.
  47093. * @param animatables Array of animatable textures.
  47094. */
  47095. getAnimatables(animatables: IAnimatable[]): void;
  47096. /**
  47097. * Disposes the resources of the material.
  47098. * @param forceDisposeTextures - Forces the disposal of all textures.
  47099. */
  47100. dispose(forceDisposeTextures?: boolean): void;
  47101. /**
  47102. * Get the current class name of the texture useful for serialization or dynamic coding.
  47103. * @returns "PBRClearCoatConfiguration"
  47104. */
  47105. getClassName(): string;
  47106. /**
  47107. * Add fallbacks to the effect fallbacks list.
  47108. * @param defines defines the Base texture to use.
  47109. * @param fallbacks defines the current fallback list.
  47110. * @param currentRank defines the current fallback rank.
  47111. * @returns the new fallback rank.
  47112. */
  47113. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47114. /**
  47115. * Add the required uniforms to the current list.
  47116. * @param uniforms defines the current uniform list.
  47117. */
  47118. static AddUniforms(uniforms: string[]): void;
  47119. /**
  47120. * Add the required samplers to the current list.
  47121. * @param samplers defines the current sampler list.
  47122. */
  47123. static AddSamplers(samplers: string[]): void;
  47124. /**
  47125. * Add the required uniforms to the current buffer.
  47126. * @param uniformBuffer defines the current uniform buffer.
  47127. */
  47128. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47129. /**
  47130. * Makes a duplicate of the current configuration into another one.
  47131. * @param clearCoatConfiguration define the config where to copy the info
  47132. */
  47133. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47134. /**
  47135. * Serializes this clear coat configuration.
  47136. * @returns - An object with the serialized config.
  47137. */
  47138. serialize(): any;
  47139. /**
  47140. * Parses a anisotropy Configuration from a serialized object.
  47141. * @param source - Serialized object.
  47142. * @param scene Defines the scene we are parsing for
  47143. * @param rootUrl Defines the rootUrl to load from
  47144. */
  47145. parse(source: any, scene: Scene, rootUrl: string): void;
  47146. }
  47147. }
  47148. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47149. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47150. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47151. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47152. import { Vector2 } from "babylonjs/Maths/math.vector";
  47153. import { Scene } from "babylonjs/scene";
  47154. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47155. import { Nullable } from "babylonjs/types";
  47156. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47157. /**
  47158. * @hidden
  47159. */
  47160. export interface IMaterialAnisotropicDefines {
  47161. ANISOTROPIC: boolean;
  47162. ANISOTROPIC_TEXTURE: boolean;
  47163. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47164. MAINUV1: boolean;
  47165. _areTexturesDirty: boolean;
  47166. _needUVs: boolean;
  47167. }
  47168. /**
  47169. * Define the code related to the anisotropic parameters of the pbr material.
  47170. */
  47171. export class PBRAnisotropicConfiguration {
  47172. private _isEnabled;
  47173. /**
  47174. * Defines if the anisotropy is enabled in the material.
  47175. */
  47176. isEnabled: boolean;
  47177. /**
  47178. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47179. */
  47180. intensity: number;
  47181. /**
  47182. * Defines if the effect is along the tangents, bitangents or in between.
  47183. * By default, the effect is "strectching" the highlights along the tangents.
  47184. */
  47185. direction: Vector2;
  47186. private _texture;
  47187. /**
  47188. * Stores the anisotropy values in a texture.
  47189. * rg is direction (like normal from -1 to 1)
  47190. * b is a intensity
  47191. */
  47192. texture: Nullable<BaseTexture>;
  47193. /** @hidden */
  47194. private _internalMarkAllSubMeshesAsTexturesDirty;
  47195. /** @hidden */
  47196. _markAllSubMeshesAsTexturesDirty(): void;
  47197. /**
  47198. * Instantiate a new istance of anisotropy configuration.
  47199. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47200. */
  47201. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47202. /**
  47203. * Specifies that the submesh is ready to be used.
  47204. * @param defines the list of "defines" to update.
  47205. * @param scene defines the scene the material belongs to.
  47206. * @returns - boolean indicating that the submesh is ready or not.
  47207. */
  47208. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47209. /**
  47210. * Checks to see if a texture is used in the material.
  47211. * @param defines the list of "defines" to update.
  47212. * @param mesh the mesh we are preparing the defines for.
  47213. * @param scene defines the scene the material belongs to.
  47214. */
  47215. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47216. /**
  47217. * Binds the material data.
  47218. * @param uniformBuffer defines the Uniform buffer to fill in.
  47219. * @param scene defines the scene the material belongs to.
  47220. * @param isFrozen defines wether the material is frozen or not.
  47221. */
  47222. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47223. /**
  47224. * Checks to see if a texture is used in the material.
  47225. * @param texture - Base texture to use.
  47226. * @returns - Boolean specifying if a texture is used in the material.
  47227. */
  47228. hasTexture(texture: BaseTexture): boolean;
  47229. /**
  47230. * Returns an array of the actively used textures.
  47231. * @param activeTextures Array of BaseTextures
  47232. */
  47233. getActiveTextures(activeTextures: BaseTexture[]): void;
  47234. /**
  47235. * Returns the animatable textures.
  47236. * @param animatables Array of animatable textures.
  47237. */
  47238. getAnimatables(animatables: IAnimatable[]): void;
  47239. /**
  47240. * Disposes the resources of the material.
  47241. * @param forceDisposeTextures - Forces the disposal of all textures.
  47242. */
  47243. dispose(forceDisposeTextures?: boolean): void;
  47244. /**
  47245. * Get the current class name of the texture useful for serialization or dynamic coding.
  47246. * @returns "PBRAnisotropicConfiguration"
  47247. */
  47248. getClassName(): string;
  47249. /**
  47250. * Add fallbacks to the effect fallbacks list.
  47251. * @param defines defines the Base texture to use.
  47252. * @param fallbacks defines the current fallback list.
  47253. * @param currentRank defines the current fallback rank.
  47254. * @returns the new fallback rank.
  47255. */
  47256. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47257. /**
  47258. * Add the required uniforms to the current list.
  47259. * @param uniforms defines the current uniform list.
  47260. */
  47261. static AddUniforms(uniforms: string[]): void;
  47262. /**
  47263. * Add the required uniforms to the current buffer.
  47264. * @param uniformBuffer defines the current uniform buffer.
  47265. */
  47266. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47267. /**
  47268. * Add the required samplers to the current list.
  47269. * @param samplers defines the current sampler list.
  47270. */
  47271. static AddSamplers(samplers: string[]): void;
  47272. /**
  47273. * Makes a duplicate of the current configuration into another one.
  47274. * @param anisotropicConfiguration define the config where to copy the info
  47275. */
  47276. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47277. /**
  47278. * Serializes this anisotropy configuration.
  47279. * @returns - An object with the serialized config.
  47280. */
  47281. serialize(): any;
  47282. /**
  47283. * Parses a anisotropy Configuration from a serialized object.
  47284. * @param source - Serialized object.
  47285. * @param scene Defines the scene we are parsing for
  47286. * @param rootUrl Defines the rootUrl to load from
  47287. */
  47288. parse(source: any, scene: Scene, rootUrl: string): void;
  47289. }
  47290. }
  47291. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47292. import { Scene } from "babylonjs/scene";
  47293. /**
  47294. * @hidden
  47295. */
  47296. export interface IMaterialBRDFDefines {
  47297. BRDF_V_HEIGHT_CORRELATED: boolean;
  47298. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47299. SPHERICAL_HARMONICS: boolean;
  47300. /** @hidden */
  47301. _areMiscDirty: boolean;
  47302. }
  47303. /**
  47304. * Define the code related to the BRDF parameters of the pbr material.
  47305. */
  47306. export class PBRBRDFConfiguration {
  47307. /**
  47308. * Default value used for the energy conservation.
  47309. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47310. */
  47311. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47312. /**
  47313. * Default value used for the Smith Visibility Height Correlated mode.
  47314. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47315. */
  47316. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47317. /**
  47318. * Default value used for the IBL diffuse part.
  47319. * This can help switching back to the polynomials mode globally which is a tiny bit
  47320. * less GPU intensive at the drawback of a lower quality.
  47321. */
  47322. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47323. private _useEnergyConservation;
  47324. /**
  47325. * Defines if the material uses energy conservation.
  47326. */
  47327. useEnergyConservation: boolean;
  47328. private _useSmithVisibilityHeightCorrelated;
  47329. /**
  47330. * LEGACY Mode set to false
  47331. * Defines if the material uses height smith correlated visibility term.
  47332. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47333. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47334. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47335. * Not relying on height correlated will also disable energy conservation.
  47336. */
  47337. useSmithVisibilityHeightCorrelated: boolean;
  47338. private _useSphericalHarmonics;
  47339. /**
  47340. * LEGACY Mode set to false
  47341. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47342. * diffuse part of the IBL.
  47343. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47344. * to the ground truth.
  47345. */
  47346. useSphericalHarmonics: boolean;
  47347. /** @hidden */
  47348. private _internalMarkAllSubMeshesAsMiscDirty;
  47349. /** @hidden */
  47350. _markAllSubMeshesAsMiscDirty(): void;
  47351. /**
  47352. * Instantiate a new istance of clear coat configuration.
  47353. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47354. */
  47355. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47356. /**
  47357. * Checks to see if a texture is used in the material.
  47358. * @param defines the list of "defines" to update.
  47359. */
  47360. prepareDefines(defines: IMaterialBRDFDefines): void;
  47361. /**
  47362. * Get the current class name of the texture useful for serialization or dynamic coding.
  47363. * @returns "PBRClearCoatConfiguration"
  47364. */
  47365. getClassName(): string;
  47366. /**
  47367. * Makes a duplicate of the current configuration into another one.
  47368. * @param brdfConfiguration define the config where to copy the info
  47369. */
  47370. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47371. /**
  47372. * Serializes this BRDF configuration.
  47373. * @returns - An object with the serialized config.
  47374. */
  47375. serialize(): any;
  47376. /**
  47377. * Parses a anisotropy Configuration from a serialized object.
  47378. * @param source - Serialized object.
  47379. * @param scene Defines the scene we are parsing for
  47380. * @param rootUrl Defines the rootUrl to load from
  47381. */
  47382. parse(source: any, scene: Scene, rootUrl: string): void;
  47383. }
  47384. }
  47385. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47386. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47387. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47388. import { Color3 } from "babylonjs/Maths/math.color";
  47389. import { Scene } from "babylonjs/scene";
  47390. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47391. import { Nullable } from "babylonjs/types";
  47392. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47393. /**
  47394. * @hidden
  47395. */
  47396. export interface IMaterialSheenDefines {
  47397. SHEEN: boolean;
  47398. SHEEN_TEXTURE: boolean;
  47399. SHEEN_TEXTUREDIRECTUV: number;
  47400. SHEEN_LINKWITHALBEDO: boolean;
  47401. /** @hidden */
  47402. _areTexturesDirty: boolean;
  47403. }
  47404. /**
  47405. * Define the code related to the Sheen parameters of the pbr material.
  47406. */
  47407. export class PBRSheenConfiguration {
  47408. private _isEnabled;
  47409. /**
  47410. * Defines if the material uses sheen.
  47411. */
  47412. isEnabled: boolean;
  47413. private _linkSheenWithAlbedo;
  47414. /**
  47415. * Defines if the sheen is linked to the sheen color.
  47416. */
  47417. linkSheenWithAlbedo: boolean;
  47418. /**
  47419. * Defines the sheen intensity.
  47420. */
  47421. intensity: number;
  47422. /**
  47423. * Defines the sheen color.
  47424. */
  47425. color: Color3;
  47426. private _texture;
  47427. /**
  47428. * Stores the sheen tint values in a texture.
  47429. * rgb is tint
  47430. * a is a intensity
  47431. */
  47432. texture: Nullable<BaseTexture>;
  47433. /** @hidden */
  47434. private _internalMarkAllSubMeshesAsTexturesDirty;
  47435. /** @hidden */
  47436. _markAllSubMeshesAsTexturesDirty(): void;
  47437. /**
  47438. * Instantiate a new istance of clear coat configuration.
  47439. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47440. */
  47441. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47442. /**
  47443. * Specifies that the submesh is ready to be used.
  47444. * @param defines the list of "defines" to update.
  47445. * @param scene defines the scene the material belongs to.
  47446. * @returns - boolean indicating that the submesh is ready or not.
  47447. */
  47448. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47449. /**
  47450. * Checks to see if a texture is used in the material.
  47451. * @param defines the list of "defines" to update.
  47452. * @param scene defines the scene the material belongs to.
  47453. */
  47454. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47455. /**
  47456. * Binds the material data.
  47457. * @param uniformBuffer defines the Uniform buffer to fill in.
  47458. * @param scene defines the scene the material belongs to.
  47459. * @param isFrozen defines wether the material is frozen or not.
  47460. */
  47461. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47462. /**
  47463. * Checks to see if a texture is used in the material.
  47464. * @param texture - Base texture to use.
  47465. * @returns - Boolean specifying if a texture is used in the material.
  47466. */
  47467. hasTexture(texture: BaseTexture): boolean;
  47468. /**
  47469. * Returns an array of the actively used textures.
  47470. * @param activeTextures Array of BaseTextures
  47471. */
  47472. getActiveTextures(activeTextures: BaseTexture[]): void;
  47473. /**
  47474. * Returns the animatable textures.
  47475. * @param animatables Array of animatable textures.
  47476. */
  47477. getAnimatables(animatables: IAnimatable[]): void;
  47478. /**
  47479. * Disposes the resources of the material.
  47480. * @param forceDisposeTextures - Forces the disposal of all textures.
  47481. */
  47482. dispose(forceDisposeTextures?: boolean): void;
  47483. /**
  47484. * Get the current class name of the texture useful for serialization or dynamic coding.
  47485. * @returns "PBRSheenConfiguration"
  47486. */
  47487. getClassName(): string;
  47488. /**
  47489. * Add fallbacks to the effect fallbacks list.
  47490. * @param defines defines the Base texture to use.
  47491. * @param fallbacks defines the current fallback list.
  47492. * @param currentRank defines the current fallback rank.
  47493. * @returns the new fallback rank.
  47494. */
  47495. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47496. /**
  47497. * Add the required uniforms to the current list.
  47498. * @param uniforms defines the current uniform list.
  47499. */
  47500. static AddUniforms(uniforms: string[]): void;
  47501. /**
  47502. * Add the required uniforms to the current buffer.
  47503. * @param uniformBuffer defines the current uniform buffer.
  47504. */
  47505. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47506. /**
  47507. * Add the required samplers to the current list.
  47508. * @param samplers defines the current sampler list.
  47509. */
  47510. static AddSamplers(samplers: string[]): void;
  47511. /**
  47512. * Makes a duplicate of the current configuration into another one.
  47513. * @param sheenConfiguration define the config where to copy the info
  47514. */
  47515. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47516. /**
  47517. * Serializes this BRDF configuration.
  47518. * @returns - An object with the serialized config.
  47519. */
  47520. serialize(): any;
  47521. /**
  47522. * Parses a anisotropy Configuration from a serialized object.
  47523. * @param source - Serialized object.
  47524. * @param scene Defines the scene we are parsing for
  47525. * @param rootUrl Defines the rootUrl to load from
  47526. */
  47527. parse(source: any, scene: Scene, rootUrl: string): void;
  47528. }
  47529. }
  47530. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47531. import { Nullable } from "babylonjs/types";
  47532. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47533. import { Color3 } from "babylonjs/Maths/math.color";
  47534. import { SmartArray } from "babylonjs/Misc/smartArray";
  47535. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47536. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47537. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47538. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47539. import { Engine } from "babylonjs/Engines/engine";
  47540. import { Scene } from "babylonjs/scene";
  47541. /**
  47542. * @hidden
  47543. */
  47544. export interface IMaterialSubSurfaceDefines {
  47545. SUBSURFACE: boolean;
  47546. SS_REFRACTION: boolean;
  47547. SS_TRANSLUCENCY: boolean;
  47548. SS_SCATERRING: boolean;
  47549. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47550. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47551. SS_REFRACTIONMAP_3D: boolean;
  47552. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47553. SS_LODINREFRACTIONALPHA: boolean;
  47554. SS_GAMMAREFRACTION: boolean;
  47555. SS_RGBDREFRACTION: boolean;
  47556. SS_LINEARSPECULARREFRACTION: boolean;
  47557. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47558. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47559. /** @hidden */
  47560. _areTexturesDirty: boolean;
  47561. }
  47562. /**
  47563. * Define the code related to the sub surface parameters of the pbr material.
  47564. */
  47565. export class PBRSubSurfaceConfiguration {
  47566. private _isRefractionEnabled;
  47567. /**
  47568. * Defines if the refraction is enabled in the material.
  47569. */
  47570. isRefractionEnabled: boolean;
  47571. private _isTranslucencyEnabled;
  47572. /**
  47573. * Defines if the translucency is enabled in the material.
  47574. */
  47575. isTranslucencyEnabled: boolean;
  47576. private _isScatteringEnabled;
  47577. /**
  47578. * Defines the refraction intensity of the material.
  47579. * The refraction when enabled replaces the Diffuse part of the material.
  47580. * The intensity helps transitionning between diffuse and refraction.
  47581. */
  47582. refractionIntensity: number;
  47583. /**
  47584. * Defines the translucency intensity of the material.
  47585. * When translucency has been enabled, this defines how much of the "translucency"
  47586. * is addded to the diffuse part of the material.
  47587. */
  47588. translucencyIntensity: number;
  47589. /**
  47590. * Defines the scattering intensity of the material.
  47591. * When scattering has been enabled, this defines how much of the "scattered light"
  47592. * is addded to the diffuse part of the material.
  47593. */
  47594. scatteringIntensity: number;
  47595. private _thicknessTexture;
  47596. /**
  47597. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47598. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47599. * 0 would mean minimumThickness
  47600. * 1 would mean maximumThickness
  47601. * The other channels might be use as a mask to vary the different effects intensity.
  47602. */
  47603. thicknessTexture: Nullable<BaseTexture>;
  47604. private _refractionTexture;
  47605. /**
  47606. * Defines the texture to use for refraction.
  47607. */
  47608. refractionTexture: Nullable<BaseTexture>;
  47609. private _indexOfRefraction;
  47610. /**
  47611. * Defines the index of refraction used in the material.
  47612. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47613. */
  47614. indexOfRefraction: number;
  47615. private _invertRefractionY;
  47616. /**
  47617. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47618. */
  47619. invertRefractionY: boolean;
  47620. private _linkRefractionWithTransparency;
  47621. /**
  47622. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47623. * Materials half opaque for instance using refraction could benefit from this control.
  47624. */
  47625. linkRefractionWithTransparency: boolean;
  47626. /**
  47627. * Defines the minimum thickness stored in the thickness map.
  47628. * If no thickness map is defined, this value will be used to simulate thickness.
  47629. */
  47630. minimumThickness: number;
  47631. /**
  47632. * Defines the maximum thickness stored in the thickness map.
  47633. */
  47634. maximumThickness: number;
  47635. /**
  47636. * Defines the volume tint of the material.
  47637. * This is used for both translucency and scattering.
  47638. */
  47639. tintColor: Color3;
  47640. /**
  47641. * Defines the distance at which the tint color should be found in the media.
  47642. * This is used for refraction only.
  47643. */
  47644. tintColorAtDistance: number;
  47645. /**
  47646. * Defines how far each channel transmit through the media.
  47647. * It is defined as a color to simplify it selection.
  47648. */
  47649. diffusionDistance: Color3;
  47650. private _useMaskFromThicknessTexture;
  47651. /**
  47652. * Stores the intensity of the different subsurface effects in the thickness texture.
  47653. * * the green channel is the translucency intensity.
  47654. * * the blue channel is the scattering intensity.
  47655. * * the alpha channel is the refraction intensity.
  47656. */
  47657. useMaskFromThicknessTexture: boolean;
  47658. /** @hidden */
  47659. private _internalMarkAllSubMeshesAsTexturesDirty;
  47660. /** @hidden */
  47661. _markAllSubMeshesAsTexturesDirty(): void;
  47662. /**
  47663. * Instantiate a new istance of sub surface configuration.
  47664. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47665. */
  47666. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47667. /**
  47668. * Gets wehter the submesh is ready to be used or not.
  47669. * @param defines the list of "defines" to update.
  47670. * @param scene defines the scene the material belongs to.
  47671. * @returns - boolean indicating that the submesh is ready or not.
  47672. */
  47673. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47674. /**
  47675. * Checks to see if a texture is used in the material.
  47676. * @param defines the list of "defines" to update.
  47677. * @param scene defines the scene to the material belongs to.
  47678. */
  47679. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47680. /**
  47681. * Binds the material data.
  47682. * @param uniformBuffer defines the Uniform buffer to fill in.
  47683. * @param scene defines the scene the material belongs to.
  47684. * @param engine defines the engine the material belongs to.
  47685. * @param isFrozen defines wether the material is frozen or not.
  47686. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47687. */
  47688. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47689. /**
  47690. * Unbinds the material from the mesh.
  47691. * @param activeEffect defines the effect that should be unbound from.
  47692. * @returns true if unbound, otherwise false
  47693. */
  47694. unbind(activeEffect: Effect): boolean;
  47695. /**
  47696. * Returns the texture used for refraction or null if none is used.
  47697. * @param scene defines the scene the material belongs to.
  47698. * @returns - Refraction texture if present. If no refraction texture and refraction
  47699. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47700. */
  47701. private _getRefractionTexture;
  47702. /**
  47703. * Returns true if alpha blending should be disabled.
  47704. */
  47705. readonly disableAlphaBlending: boolean;
  47706. /**
  47707. * Fills the list of render target textures.
  47708. * @param renderTargets the list of render targets to update
  47709. */
  47710. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47711. /**
  47712. * Checks to see if a texture is used in the material.
  47713. * @param texture - Base texture to use.
  47714. * @returns - Boolean specifying if a texture is used in the material.
  47715. */
  47716. hasTexture(texture: BaseTexture): boolean;
  47717. /**
  47718. * Gets a boolean indicating that current material needs to register RTT
  47719. * @returns true if this uses a render target otherwise false.
  47720. */
  47721. hasRenderTargetTextures(): boolean;
  47722. /**
  47723. * Returns an array of the actively used textures.
  47724. * @param activeTextures Array of BaseTextures
  47725. */
  47726. getActiveTextures(activeTextures: BaseTexture[]): void;
  47727. /**
  47728. * Returns the animatable textures.
  47729. * @param animatables Array of animatable textures.
  47730. */
  47731. getAnimatables(animatables: IAnimatable[]): void;
  47732. /**
  47733. * Disposes the resources of the material.
  47734. * @param forceDisposeTextures - Forces the disposal of all textures.
  47735. */
  47736. dispose(forceDisposeTextures?: boolean): void;
  47737. /**
  47738. * Get the current class name of the texture useful for serialization or dynamic coding.
  47739. * @returns "PBRSubSurfaceConfiguration"
  47740. */
  47741. getClassName(): string;
  47742. /**
  47743. * Add fallbacks to the effect fallbacks list.
  47744. * @param defines defines the Base texture to use.
  47745. * @param fallbacks defines the current fallback list.
  47746. * @param currentRank defines the current fallback rank.
  47747. * @returns the new fallback rank.
  47748. */
  47749. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47750. /**
  47751. * Add the required uniforms to the current list.
  47752. * @param uniforms defines the current uniform list.
  47753. */
  47754. static AddUniforms(uniforms: string[]): void;
  47755. /**
  47756. * Add the required samplers to the current list.
  47757. * @param samplers defines the current sampler list.
  47758. */
  47759. static AddSamplers(samplers: string[]): void;
  47760. /**
  47761. * Add the required uniforms to the current buffer.
  47762. * @param uniformBuffer defines the current uniform buffer.
  47763. */
  47764. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47765. /**
  47766. * Makes a duplicate of the current configuration into another one.
  47767. * @param configuration define the config where to copy the info
  47768. */
  47769. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47770. /**
  47771. * Serializes this Sub Surface configuration.
  47772. * @returns - An object with the serialized config.
  47773. */
  47774. serialize(): any;
  47775. /**
  47776. * Parses a anisotropy Configuration from a serialized object.
  47777. * @param source - Serialized object.
  47778. * @param scene Defines the scene we are parsing for
  47779. * @param rootUrl Defines the rootUrl to load from
  47780. */
  47781. parse(source: any, scene: Scene, rootUrl: string): void;
  47782. }
  47783. }
  47784. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47785. /** @hidden */
  47786. export var pbrFragmentDeclaration: {
  47787. name: string;
  47788. shader: string;
  47789. };
  47790. }
  47791. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47792. /** @hidden */
  47793. export var pbrUboDeclaration: {
  47794. name: string;
  47795. shader: string;
  47796. };
  47797. }
  47798. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47799. /** @hidden */
  47800. export var pbrFragmentExtraDeclaration: {
  47801. name: string;
  47802. shader: string;
  47803. };
  47804. }
  47805. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47806. /** @hidden */
  47807. export var pbrFragmentSamplersDeclaration: {
  47808. name: string;
  47809. shader: string;
  47810. };
  47811. }
  47812. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47813. /** @hidden */
  47814. export var pbrHelperFunctions: {
  47815. name: string;
  47816. shader: string;
  47817. };
  47818. }
  47819. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47820. /** @hidden */
  47821. export var harmonicsFunctions: {
  47822. name: string;
  47823. shader: string;
  47824. };
  47825. }
  47826. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47827. /** @hidden */
  47828. export var pbrDirectLightingSetupFunctions: {
  47829. name: string;
  47830. shader: string;
  47831. };
  47832. }
  47833. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47834. /** @hidden */
  47835. export var pbrDirectLightingFalloffFunctions: {
  47836. name: string;
  47837. shader: string;
  47838. };
  47839. }
  47840. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47841. /** @hidden */
  47842. export var pbrBRDFFunctions: {
  47843. name: string;
  47844. shader: string;
  47845. };
  47846. }
  47847. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47848. /** @hidden */
  47849. export var pbrDirectLightingFunctions: {
  47850. name: string;
  47851. shader: string;
  47852. };
  47853. }
  47854. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47855. /** @hidden */
  47856. export var pbrIBLFunctions: {
  47857. name: string;
  47858. shader: string;
  47859. };
  47860. }
  47861. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47862. /** @hidden */
  47863. export var pbrDebug: {
  47864. name: string;
  47865. shader: string;
  47866. };
  47867. }
  47868. declare module "babylonjs/Shaders/pbr.fragment" {
  47869. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47870. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47871. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47872. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47873. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47874. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47875. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47876. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47877. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47878. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47879. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47880. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47881. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47882. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47883. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47884. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47885. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47886. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47887. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47888. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47889. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47890. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47891. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47892. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47893. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47894. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47895. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47896. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47897. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47898. /** @hidden */
  47899. export var pbrPixelShader: {
  47900. name: string;
  47901. shader: string;
  47902. };
  47903. }
  47904. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47905. /** @hidden */
  47906. export var pbrVertexDeclaration: {
  47907. name: string;
  47908. shader: string;
  47909. };
  47910. }
  47911. declare module "babylonjs/Shaders/pbr.vertex" {
  47912. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47913. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47914. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47915. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47916. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47917. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47918. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47919. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47920. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47921. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47922. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47923. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47924. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47925. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47926. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47927. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47928. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47929. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47930. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47931. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47932. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47933. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47934. /** @hidden */
  47935. export var pbrVertexShader: {
  47936. name: string;
  47937. shader: string;
  47938. };
  47939. }
  47940. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47941. import { Nullable } from "babylonjs/types";
  47942. import { Scene } from "babylonjs/scene";
  47943. import { Matrix } from "babylonjs/Maths/math.vector";
  47944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47946. import { Mesh } from "babylonjs/Meshes/mesh";
  47947. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47948. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47949. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47950. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47951. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47952. import { Color3 } from "babylonjs/Maths/math.color";
  47953. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47954. import { Material } from "babylonjs/Materials/material";
  47955. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47956. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47957. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47958. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47959. import "babylonjs/Shaders/pbr.fragment";
  47960. import "babylonjs/Shaders/pbr.vertex";
  47961. /**
  47962. * Manages the defines for the PBR Material.
  47963. * @hidden
  47964. */
  47965. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47966. PBR: boolean;
  47967. MAINUV1: boolean;
  47968. MAINUV2: boolean;
  47969. UV1: boolean;
  47970. UV2: boolean;
  47971. ALBEDO: boolean;
  47972. ALBEDODIRECTUV: number;
  47973. VERTEXCOLOR: boolean;
  47974. AMBIENT: boolean;
  47975. AMBIENTDIRECTUV: number;
  47976. AMBIENTINGRAYSCALE: boolean;
  47977. OPACITY: boolean;
  47978. VERTEXALPHA: boolean;
  47979. OPACITYDIRECTUV: number;
  47980. OPACITYRGB: boolean;
  47981. ALPHATEST: boolean;
  47982. DEPTHPREPASS: boolean;
  47983. ALPHABLEND: boolean;
  47984. ALPHAFROMALBEDO: boolean;
  47985. ALPHATESTVALUE: string;
  47986. SPECULAROVERALPHA: boolean;
  47987. RADIANCEOVERALPHA: boolean;
  47988. ALPHAFRESNEL: boolean;
  47989. LINEARALPHAFRESNEL: boolean;
  47990. PREMULTIPLYALPHA: boolean;
  47991. EMISSIVE: boolean;
  47992. EMISSIVEDIRECTUV: number;
  47993. REFLECTIVITY: boolean;
  47994. REFLECTIVITYDIRECTUV: number;
  47995. SPECULARTERM: boolean;
  47996. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47997. MICROSURFACEAUTOMATIC: boolean;
  47998. LODBASEDMICROSFURACE: boolean;
  47999. MICROSURFACEMAP: boolean;
  48000. MICROSURFACEMAPDIRECTUV: number;
  48001. METALLICWORKFLOW: boolean;
  48002. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48003. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48004. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48005. AOSTOREINMETALMAPRED: boolean;
  48006. ENVIRONMENTBRDF: boolean;
  48007. ENVIRONMENTBRDF_RGBD: boolean;
  48008. NORMAL: boolean;
  48009. TANGENT: boolean;
  48010. BUMP: boolean;
  48011. BUMPDIRECTUV: number;
  48012. OBJECTSPACE_NORMALMAP: boolean;
  48013. PARALLAX: boolean;
  48014. PARALLAXOCCLUSION: boolean;
  48015. NORMALXYSCALE: boolean;
  48016. LIGHTMAP: boolean;
  48017. LIGHTMAPDIRECTUV: number;
  48018. USELIGHTMAPASSHADOWMAP: boolean;
  48019. GAMMALIGHTMAP: boolean;
  48020. REFLECTION: boolean;
  48021. REFLECTIONMAP_3D: boolean;
  48022. REFLECTIONMAP_SPHERICAL: boolean;
  48023. REFLECTIONMAP_PLANAR: boolean;
  48024. REFLECTIONMAP_CUBIC: boolean;
  48025. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48026. REFLECTIONMAP_PROJECTION: boolean;
  48027. REFLECTIONMAP_SKYBOX: boolean;
  48028. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48029. REFLECTIONMAP_EXPLICIT: boolean;
  48030. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48031. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48032. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48033. INVERTCUBICMAP: boolean;
  48034. USESPHERICALFROMREFLECTIONMAP: boolean;
  48035. USEIRRADIANCEMAP: boolean;
  48036. SPHERICAL_HARMONICS: boolean;
  48037. USESPHERICALINVERTEX: boolean;
  48038. REFLECTIONMAP_OPPOSITEZ: boolean;
  48039. LODINREFLECTIONALPHA: boolean;
  48040. GAMMAREFLECTION: boolean;
  48041. RGBDREFLECTION: boolean;
  48042. LINEARSPECULARREFLECTION: boolean;
  48043. RADIANCEOCCLUSION: boolean;
  48044. HORIZONOCCLUSION: boolean;
  48045. INSTANCES: boolean;
  48046. NUM_BONE_INFLUENCERS: number;
  48047. BonesPerMesh: number;
  48048. BONETEXTURE: boolean;
  48049. NONUNIFORMSCALING: boolean;
  48050. MORPHTARGETS: boolean;
  48051. MORPHTARGETS_NORMAL: boolean;
  48052. MORPHTARGETS_TANGENT: boolean;
  48053. MORPHTARGETS_UV: boolean;
  48054. NUM_MORPH_INFLUENCERS: number;
  48055. IMAGEPROCESSING: boolean;
  48056. VIGNETTE: boolean;
  48057. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48058. VIGNETTEBLENDMODEOPAQUE: boolean;
  48059. TONEMAPPING: boolean;
  48060. TONEMAPPING_ACES: boolean;
  48061. CONTRAST: boolean;
  48062. COLORCURVES: boolean;
  48063. COLORGRADING: boolean;
  48064. COLORGRADING3D: boolean;
  48065. SAMPLER3DGREENDEPTH: boolean;
  48066. SAMPLER3DBGRMAP: boolean;
  48067. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48068. EXPOSURE: boolean;
  48069. MULTIVIEW: boolean;
  48070. USEPHYSICALLIGHTFALLOFF: boolean;
  48071. USEGLTFLIGHTFALLOFF: boolean;
  48072. TWOSIDEDLIGHTING: boolean;
  48073. SHADOWFLOAT: boolean;
  48074. CLIPPLANE: boolean;
  48075. CLIPPLANE2: boolean;
  48076. CLIPPLANE3: boolean;
  48077. CLIPPLANE4: boolean;
  48078. POINTSIZE: boolean;
  48079. FOG: boolean;
  48080. LOGARITHMICDEPTH: boolean;
  48081. FORCENORMALFORWARD: boolean;
  48082. SPECULARAA: boolean;
  48083. CLEARCOAT: boolean;
  48084. CLEARCOAT_DEFAULTIOR: boolean;
  48085. CLEARCOAT_TEXTURE: boolean;
  48086. CLEARCOAT_TEXTUREDIRECTUV: number;
  48087. CLEARCOAT_BUMP: boolean;
  48088. CLEARCOAT_BUMPDIRECTUV: number;
  48089. CLEARCOAT_TINT: boolean;
  48090. CLEARCOAT_TINT_TEXTURE: boolean;
  48091. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48092. ANISOTROPIC: boolean;
  48093. ANISOTROPIC_TEXTURE: boolean;
  48094. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48095. BRDF_V_HEIGHT_CORRELATED: boolean;
  48096. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48097. SHEEN: boolean;
  48098. SHEEN_TEXTURE: boolean;
  48099. SHEEN_TEXTUREDIRECTUV: number;
  48100. SHEEN_LINKWITHALBEDO: boolean;
  48101. SUBSURFACE: boolean;
  48102. SS_REFRACTION: boolean;
  48103. SS_TRANSLUCENCY: boolean;
  48104. SS_SCATERRING: boolean;
  48105. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48106. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48107. SS_REFRACTIONMAP_3D: boolean;
  48108. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48109. SS_LODINREFRACTIONALPHA: boolean;
  48110. SS_GAMMAREFRACTION: boolean;
  48111. SS_RGBDREFRACTION: boolean;
  48112. SS_LINEARSPECULARREFRACTION: boolean;
  48113. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48114. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48115. UNLIT: boolean;
  48116. DEBUGMODE: number;
  48117. /**
  48118. * Initializes the PBR Material defines.
  48119. */
  48120. constructor();
  48121. /**
  48122. * Resets the PBR Material defines.
  48123. */
  48124. reset(): void;
  48125. }
  48126. /**
  48127. * The Physically based material base class of BJS.
  48128. *
  48129. * This offers the main features of a standard PBR material.
  48130. * For more information, please refer to the documentation :
  48131. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48132. */
  48133. export abstract class PBRBaseMaterial extends PushMaterial {
  48134. /**
  48135. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48136. */
  48137. static readonly PBRMATERIAL_OPAQUE: number;
  48138. /**
  48139. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48140. */
  48141. static readonly PBRMATERIAL_ALPHATEST: number;
  48142. /**
  48143. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48144. */
  48145. static readonly PBRMATERIAL_ALPHABLEND: number;
  48146. /**
  48147. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48148. * They are also discarded below the alpha cutoff threshold to improve performances.
  48149. */
  48150. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48151. /**
  48152. * Defines the default value of how much AO map is occluding the analytical lights
  48153. * (point spot...).
  48154. */
  48155. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48156. /**
  48157. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48158. */
  48159. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48160. /**
  48161. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48162. * to enhance interoperability with other engines.
  48163. */
  48164. static readonly LIGHTFALLOFF_GLTF: number;
  48165. /**
  48166. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48167. * to enhance interoperability with other materials.
  48168. */
  48169. static readonly LIGHTFALLOFF_STANDARD: number;
  48170. /**
  48171. * Intensity of the direct lights e.g. the four lights available in your scene.
  48172. * This impacts both the direct diffuse and specular highlights.
  48173. */
  48174. protected _directIntensity: number;
  48175. /**
  48176. * Intensity of the emissive part of the material.
  48177. * This helps controlling the emissive effect without modifying the emissive color.
  48178. */
  48179. protected _emissiveIntensity: number;
  48180. /**
  48181. * Intensity of the environment e.g. how much the environment will light the object
  48182. * either through harmonics for rough material or through the refelction for shiny ones.
  48183. */
  48184. protected _environmentIntensity: number;
  48185. /**
  48186. * This is a special control allowing the reduction of the specular highlights coming from the
  48187. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48188. */
  48189. protected _specularIntensity: number;
  48190. /**
  48191. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48192. */
  48193. private _lightingInfos;
  48194. /**
  48195. * Debug Control allowing disabling the bump map on this material.
  48196. */
  48197. protected _disableBumpMap: boolean;
  48198. /**
  48199. * AKA Diffuse Texture in standard nomenclature.
  48200. */
  48201. protected _albedoTexture: Nullable<BaseTexture>;
  48202. /**
  48203. * AKA Occlusion Texture in other nomenclature.
  48204. */
  48205. protected _ambientTexture: Nullable<BaseTexture>;
  48206. /**
  48207. * AKA Occlusion Texture Intensity in other nomenclature.
  48208. */
  48209. protected _ambientTextureStrength: number;
  48210. /**
  48211. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48212. * 1 means it completely occludes it
  48213. * 0 mean it has no impact
  48214. */
  48215. protected _ambientTextureImpactOnAnalyticalLights: number;
  48216. /**
  48217. * Stores the alpha values in a texture.
  48218. */
  48219. protected _opacityTexture: Nullable<BaseTexture>;
  48220. /**
  48221. * Stores the reflection values in a texture.
  48222. */
  48223. protected _reflectionTexture: Nullable<BaseTexture>;
  48224. /**
  48225. * Stores the emissive values in a texture.
  48226. */
  48227. protected _emissiveTexture: Nullable<BaseTexture>;
  48228. /**
  48229. * AKA Specular texture in other nomenclature.
  48230. */
  48231. protected _reflectivityTexture: Nullable<BaseTexture>;
  48232. /**
  48233. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48234. */
  48235. protected _metallicTexture: Nullable<BaseTexture>;
  48236. /**
  48237. * Specifies the metallic scalar of the metallic/roughness workflow.
  48238. * Can also be used to scale the metalness values of the metallic texture.
  48239. */
  48240. protected _metallic: Nullable<number>;
  48241. /**
  48242. * Specifies the roughness scalar of the metallic/roughness workflow.
  48243. * Can also be used to scale the roughness values of the metallic texture.
  48244. */
  48245. protected _roughness: Nullable<number>;
  48246. /**
  48247. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48248. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48249. */
  48250. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48251. /**
  48252. * Stores surface normal data used to displace a mesh in a texture.
  48253. */
  48254. protected _bumpTexture: Nullable<BaseTexture>;
  48255. /**
  48256. * Stores the pre-calculated light information of a mesh in a texture.
  48257. */
  48258. protected _lightmapTexture: Nullable<BaseTexture>;
  48259. /**
  48260. * The color of a material in ambient lighting.
  48261. */
  48262. protected _ambientColor: Color3;
  48263. /**
  48264. * AKA Diffuse Color in other nomenclature.
  48265. */
  48266. protected _albedoColor: Color3;
  48267. /**
  48268. * AKA Specular Color in other nomenclature.
  48269. */
  48270. protected _reflectivityColor: Color3;
  48271. /**
  48272. * The color applied when light is reflected from a material.
  48273. */
  48274. protected _reflectionColor: Color3;
  48275. /**
  48276. * The color applied when light is emitted from a material.
  48277. */
  48278. protected _emissiveColor: Color3;
  48279. /**
  48280. * AKA Glossiness in other nomenclature.
  48281. */
  48282. protected _microSurface: number;
  48283. /**
  48284. * Specifies that the material will use the light map as a show map.
  48285. */
  48286. protected _useLightmapAsShadowmap: boolean;
  48287. /**
  48288. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48289. * makes the reflect vector face the model (under horizon).
  48290. */
  48291. protected _useHorizonOcclusion: boolean;
  48292. /**
  48293. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48294. * too much the area relying on ambient texture to define their ambient occlusion.
  48295. */
  48296. protected _useRadianceOcclusion: boolean;
  48297. /**
  48298. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48299. */
  48300. protected _useAlphaFromAlbedoTexture: boolean;
  48301. /**
  48302. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48303. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48304. */
  48305. protected _useSpecularOverAlpha: boolean;
  48306. /**
  48307. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48308. */
  48309. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48310. /**
  48311. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48312. */
  48313. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48314. /**
  48315. * Specifies if the metallic texture contains the roughness information in its green channel.
  48316. */
  48317. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48318. /**
  48319. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48320. */
  48321. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48322. /**
  48323. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48324. */
  48325. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48326. /**
  48327. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48328. */
  48329. protected _useAmbientInGrayScale: boolean;
  48330. /**
  48331. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48332. * The material will try to infer what glossiness each pixel should be.
  48333. */
  48334. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48335. /**
  48336. * Defines the falloff type used in this material.
  48337. * It by default is Physical.
  48338. */
  48339. protected _lightFalloff: number;
  48340. /**
  48341. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48342. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48343. */
  48344. protected _useRadianceOverAlpha: boolean;
  48345. /**
  48346. * Allows using an object space normal map (instead of tangent space).
  48347. */
  48348. protected _useObjectSpaceNormalMap: boolean;
  48349. /**
  48350. * Allows using the bump map in parallax mode.
  48351. */
  48352. protected _useParallax: boolean;
  48353. /**
  48354. * Allows using the bump map in parallax occlusion mode.
  48355. */
  48356. protected _useParallaxOcclusion: boolean;
  48357. /**
  48358. * Controls the scale bias of the parallax mode.
  48359. */
  48360. protected _parallaxScaleBias: number;
  48361. /**
  48362. * If sets to true, disables all the lights affecting the material.
  48363. */
  48364. protected _disableLighting: boolean;
  48365. /**
  48366. * Number of Simultaneous lights allowed on the material.
  48367. */
  48368. protected _maxSimultaneousLights: number;
  48369. /**
  48370. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48371. */
  48372. protected _invertNormalMapX: boolean;
  48373. /**
  48374. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48375. */
  48376. protected _invertNormalMapY: boolean;
  48377. /**
  48378. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48379. */
  48380. protected _twoSidedLighting: boolean;
  48381. /**
  48382. * Defines the alpha limits in alpha test mode.
  48383. */
  48384. protected _alphaCutOff: number;
  48385. /**
  48386. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48387. */
  48388. protected _forceAlphaTest: boolean;
  48389. /**
  48390. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48391. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48392. */
  48393. protected _useAlphaFresnel: boolean;
  48394. /**
  48395. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48396. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48397. */
  48398. protected _useLinearAlphaFresnel: boolean;
  48399. /**
  48400. * The transparency mode of the material.
  48401. */
  48402. protected _transparencyMode: Nullable<number>;
  48403. /**
  48404. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48405. * from cos thetav and roughness:
  48406. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48407. */
  48408. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48409. /**
  48410. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48411. */
  48412. protected _forceIrradianceInFragment: boolean;
  48413. /**
  48414. * Force normal to face away from face.
  48415. */
  48416. protected _forceNormalForward: boolean;
  48417. /**
  48418. * Enables specular anti aliasing in the PBR shader.
  48419. * It will both interacts on the Geometry for analytical and IBL lighting.
  48420. * It also prefilter the roughness map based on the bump values.
  48421. */
  48422. protected _enableSpecularAntiAliasing: boolean;
  48423. /**
  48424. * Default configuration related to image processing available in the PBR Material.
  48425. */
  48426. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48427. /**
  48428. * Keep track of the image processing observer to allow dispose and replace.
  48429. */
  48430. private _imageProcessingObserver;
  48431. /**
  48432. * Attaches a new image processing configuration to the PBR Material.
  48433. * @param configuration
  48434. */
  48435. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48436. /**
  48437. * Stores the available render targets.
  48438. */
  48439. private _renderTargets;
  48440. /**
  48441. * Sets the global ambient color for the material used in lighting calculations.
  48442. */
  48443. private _globalAmbientColor;
  48444. /**
  48445. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48446. */
  48447. private _useLogarithmicDepth;
  48448. /**
  48449. * If set to true, no lighting calculations will be applied.
  48450. */
  48451. private _unlit;
  48452. private _debugMode;
  48453. /**
  48454. * @hidden
  48455. * This is reserved for the inspector.
  48456. * Defines the material debug mode.
  48457. * It helps seeing only some components of the material while troubleshooting.
  48458. */
  48459. debugMode: number;
  48460. /**
  48461. * @hidden
  48462. * This is reserved for the inspector.
  48463. * Specify from where on screen the debug mode should start.
  48464. * The value goes from -1 (full screen) to 1 (not visible)
  48465. * It helps with side by side comparison against the final render
  48466. * This defaults to -1
  48467. */
  48468. private debugLimit;
  48469. /**
  48470. * @hidden
  48471. * This is reserved for the inspector.
  48472. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48473. * You can use the factor to better multiply the final value.
  48474. */
  48475. private debugFactor;
  48476. /**
  48477. * Defines the clear coat layer parameters for the material.
  48478. */
  48479. readonly clearCoat: PBRClearCoatConfiguration;
  48480. /**
  48481. * Defines the anisotropic parameters for the material.
  48482. */
  48483. readonly anisotropy: PBRAnisotropicConfiguration;
  48484. /**
  48485. * Defines the BRDF parameters for the material.
  48486. */
  48487. readonly brdf: PBRBRDFConfiguration;
  48488. /**
  48489. * Defines the Sheen parameters for the material.
  48490. */
  48491. readonly sheen: PBRSheenConfiguration;
  48492. /**
  48493. * Defines the SubSurface parameters for the material.
  48494. */
  48495. readonly subSurface: PBRSubSurfaceConfiguration;
  48496. /**
  48497. * Custom callback helping to override the default shader used in the material.
  48498. */
  48499. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48500. /**
  48501. * Instantiates a new PBRMaterial instance.
  48502. *
  48503. * @param name The material name
  48504. * @param scene The scene the material will be use in.
  48505. */
  48506. constructor(name: string, scene: Scene);
  48507. /**
  48508. * Gets a boolean indicating that current material needs to register RTT
  48509. */
  48510. readonly hasRenderTargetTextures: boolean;
  48511. /**
  48512. * Gets the name of the material class.
  48513. */
  48514. getClassName(): string;
  48515. /**
  48516. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48517. */
  48518. /**
  48519. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48520. */
  48521. useLogarithmicDepth: boolean;
  48522. /**
  48523. * Gets the current transparency mode.
  48524. */
  48525. /**
  48526. * Sets the transparency mode of the material.
  48527. *
  48528. * | Value | Type | Description |
  48529. * | ----- | ----------------------------------- | ----------- |
  48530. * | 0 | OPAQUE | |
  48531. * | 1 | ALPHATEST | |
  48532. * | 2 | ALPHABLEND | |
  48533. * | 3 | ALPHATESTANDBLEND | |
  48534. *
  48535. */
  48536. transparencyMode: Nullable<number>;
  48537. /**
  48538. * Returns true if alpha blending should be disabled.
  48539. */
  48540. private readonly _disableAlphaBlending;
  48541. /**
  48542. * Specifies whether or not this material should be rendered in alpha blend mode.
  48543. */
  48544. needAlphaBlending(): boolean;
  48545. /**
  48546. * Specifies if the mesh will require alpha blending.
  48547. * @param mesh - BJS mesh.
  48548. */
  48549. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48550. /**
  48551. * Specifies whether or not this material should be rendered in alpha test mode.
  48552. */
  48553. needAlphaTesting(): boolean;
  48554. /**
  48555. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48556. */
  48557. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48558. /**
  48559. * Gets the texture used for the alpha test.
  48560. */
  48561. getAlphaTestTexture(): Nullable<BaseTexture>;
  48562. /**
  48563. * Specifies that the submesh is ready to be used.
  48564. * @param mesh - BJS mesh.
  48565. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48566. * @param useInstances - Specifies that instances should be used.
  48567. * @returns - boolean indicating that the submesh is ready or not.
  48568. */
  48569. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48570. /**
  48571. * Specifies if the material uses metallic roughness workflow.
  48572. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48573. */
  48574. isMetallicWorkflow(): boolean;
  48575. private _prepareEffect;
  48576. private _prepareDefines;
  48577. /**
  48578. * Force shader compilation
  48579. */
  48580. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48581. clipPlane: boolean;
  48582. }>): void;
  48583. /**
  48584. * Initializes the uniform buffer layout for the shader.
  48585. */
  48586. buildUniformLayout(): void;
  48587. /**
  48588. * Unbinds the material from the mesh
  48589. */
  48590. unbind(): void;
  48591. /**
  48592. * Binds the submesh data.
  48593. * @param world - The world matrix.
  48594. * @param mesh - The BJS mesh.
  48595. * @param subMesh - A submesh of the BJS mesh.
  48596. */
  48597. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48598. /**
  48599. * Returns the animatable textures.
  48600. * @returns - Array of animatable textures.
  48601. */
  48602. getAnimatables(): IAnimatable[];
  48603. /**
  48604. * Returns the texture used for reflections.
  48605. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48606. */
  48607. private _getReflectionTexture;
  48608. /**
  48609. * Returns an array of the actively used textures.
  48610. * @returns - Array of BaseTextures
  48611. */
  48612. getActiveTextures(): BaseTexture[];
  48613. /**
  48614. * Checks to see if a texture is used in the material.
  48615. * @param texture - Base texture to use.
  48616. * @returns - Boolean specifying if a texture is used in the material.
  48617. */
  48618. hasTexture(texture: BaseTexture): boolean;
  48619. /**
  48620. * Disposes the resources of the material.
  48621. * @param forceDisposeEffect - Forces the disposal of effects.
  48622. * @param forceDisposeTextures - Forces the disposal of all textures.
  48623. */
  48624. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48625. }
  48626. }
  48627. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48628. import { Nullable } from "babylonjs/types";
  48629. import { Scene } from "babylonjs/scene";
  48630. import { Color3 } from "babylonjs/Maths/math.color";
  48631. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48632. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48633. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48634. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48635. /**
  48636. * The Physically based material of BJS.
  48637. *
  48638. * This offers the main features of a standard PBR material.
  48639. * For more information, please refer to the documentation :
  48640. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48641. */
  48642. export class PBRMaterial extends PBRBaseMaterial {
  48643. /**
  48644. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48645. */
  48646. static readonly PBRMATERIAL_OPAQUE: number;
  48647. /**
  48648. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48649. */
  48650. static readonly PBRMATERIAL_ALPHATEST: number;
  48651. /**
  48652. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48653. */
  48654. static readonly PBRMATERIAL_ALPHABLEND: number;
  48655. /**
  48656. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48657. * They are also discarded below the alpha cutoff threshold to improve performances.
  48658. */
  48659. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48660. /**
  48661. * Defines the default value of how much AO map is occluding the analytical lights
  48662. * (point spot...).
  48663. */
  48664. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48665. /**
  48666. * Intensity of the direct lights e.g. the four lights available in your scene.
  48667. * This impacts both the direct diffuse and specular highlights.
  48668. */
  48669. directIntensity: number;
  48670. /**
  48671. * Intensity of the emissive part of the material.
  48672. * This helps controlling the emissive effect without modifying the emissive color.
  48673. */
  48674. emissiveIntensity: number;
  48675. /**
  48676. * Intensity of the environment e.g. how much the environment will light the object
  48677. * either through harmonics for rough material or through the refelction for shiny ones.
  48678. */
  48679. environmentIntensity: number;
  48680. /**
  48681. * This is a special control allowing the reduction of the specular highlights coming from the
  48682. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48683. */
  48684. specularIntensity: number;
  48685. /**
  48686. * Debug Control allowing disabling the bump map on this material.
  48687. */
  48688. disableBumpMap: boolean;
  48689. /**
  48690. * AKA Diffuse Texture in standard nomenclature.
  48691. */
  48692. albedoTexture: BaseTexture;
  48693. /**
  48694. * AKA Occlusion Texture in other nomenclature.
  48695. */
  48696. ambientTexture: BaseTexture;
  48697. /**
  48698. * AKA Occlusion Texture Intensity in other nomenclature.
  48699. */
  48700. ambientTextureStrength: number;
  48701. /**
  48702. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48703. * 1 means it completely occludes it
  48704. * 0 mean it has no impact
  48705. */
  48706. ambientTextureImpactOnAnalyticalLights: number;
  48707. /**
  48708. * Stores the alpha values in a texture.
  48709. */
  48710. opacityTexture: BaseTexture;
  48711. /**
  48712. * Stores the reflection values in a texture.
  48713. */
  48714. reflectionTexture: Nullable<BaseTexture>;
  48715. /**
  48716. * Stores the emissive values in a texture.
  48717. */
  48718. emissiveTexture: BaseTexture;
  48719. /**
  48720. * AKA Specular texture in other nomenclature.
  48721. */
  48722. reflectivityTexture: BaseTexture;
  48723. /**
  48724. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48725. */
  48726. metallicTexture: BaseTexture;
  48727. /**
  48728. * Specifies the metallic scalar of the metallic/roughness workflow.
  48729. * Can also be used to scale the metalness values of the metallic texture.
  48730. */
  48731. metallic: Nullable<number>;
  48732. /**
  48733. * Specifies the roughness scalar of the metallic/roughness workflow.
  48734. * Can also be used to scale the roughness values of the metallic texture.
  48735. */
  48736. roughness: Nullable<number>;
  48737. /**
  48738. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48739. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48740. */
  48741. microSurfaceTexture: BaseTexture;
  48742. /**
  48743. * Stores surface normal data used to displace a mesh in a texture.
  48744. */
  48745. bumpTexture: BaseTexture;
  48746. /**
  48747. * Stores the pre-calculated light information of a mesh in a texture.
  48748. */
  48749. lightmapTexture: BaseTexture;
  48750. /**
  48751. * Stores the refracted light information in a texture.
  48752. */
  48753. refractionTexture: Nullable<BaseTexture>;
  48754. /**
  48755. * The color of a material in ambient lighting.
  48756. */
  48757. ambientColor: Color3;
  48758. /**
  48759. * AKA Diffuse Color in other nomenclature.
  48760. */
  48761. albedoColor: Color3;
  48762. /**
  48763. * AKA Specular Color in other nomenclature.
  48764. */
  48765. reflectivityColor: Color3;
  48766. /**
  48767. * The color reflected from the material.
  48768. */
  48769. reflectionColor: Color3;
  48770. /**
  48771. * The color emitted from the material.
  48772. */
  48773. emissiveColor: Color3;
  48774. /**
  48775. * AKA Glossiness in other nomenclature.
  48776. */
  48777. microSurface: number;
  48778. /**
  48779. * source material index of refraction (IOR)' / 'destination material IOR.
  48780. */
  48781. indexOfRefraction: number;
  48782. /**
  48783. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48784. */
  48785. invertRefractionY: boolean;
  48786. /**
  48787. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48788. * Materials half opaque for instance using refraction could benefit from this control.
  48789. */
  48790. linkRefractionWithTransparency: boolean;
  48791. /**
  48792. * If true, the light map contains occlusion information instead of lighting info.
  48793. */
  48794. useLightmapAsShadowmap: boolean;
  48795. /**
  48796. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48797. */
  48798. useAlphaFromAlbedoTexture: boolean;
  48799. /**
  48800. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48801. */
  48802. forceAlphaTest: boolean;
  48803. /**
  48804. * Defines the alpha limits in alpha test mode.
  48805. */
  48806. alphaCutOff: number;
  48807. /**
  48808. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48809. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48810. */
  48811. useSpecularOverAlpha: boolean;
  48812. /**
  48813. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48814. */
  48815. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48816. /**
  48817. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48818. */
  48819. useRoughnessFromMetallicTextureAlpha: boolean;
  48820. /**
  48821. * Specifies if the metallic texture contains the roughness information in its green channel.
  48822. */
  48823. useRoughnessFromMetallicTextureGreen: boolean;
  48824. /**
  48825. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48826. */
  48827. useMetallnessFromMetallicTextureBlue: boolean;
  48828. /**
  48829. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48830. */
  48831. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48832. /**
  48833. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48834. */
  48835. useAmbientInGrayScale: boolean;
  48836. /**
  48837. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48838. * The material will try to infer what glossiness each pixel should be.
  48839. */
  48840. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48841. /**
  48842. * BJS is using an harcoded light falloff based on a manually sets up range.
  48843. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48844. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48845. */
  48846. /**
  48847. * BJS is using an harcoded light falloff based on a manually sets up range.
  48848. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48849. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48850. */
  48851. usePhysicalLightFalloff: boolean;
  48852. /**
  48853. * In order to support the falloff compatibility with gltf, a special mode has been added
  48854. * to reproduce the gltf light falloff.
  48855. */
  48856. /**
  48857. * In order to support the falloff compatibility with gltf, a special mode has been added
  48858. * to reproduce the gltf light falloff.
  48859. */
  48860. useGLTFLightFalloff: boolean;
  48861. /**
  48862. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48863. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48864. */
  48865. useRadianceOverAlpha: boolean;
  48866. /**
  48867. * Allows using an object space normal map (instead of tangent space).
  48868. */
  48869. useObjectSpaceNormalMap: boolean;
  48870. /**
  48871. * Allows using the bump map in parallax mode.
  48872. */
  48873. useParallax: boolean;
  48874. /**
  48875. * Allows using the bump map in parallax occlusion mode.
  48876. */
  48877. useParallaxOcclusion: boolean;
  48878. /**
  48879. * Controls the scale bias of the parallax mode.
  48880. */
  48881. parallaxScaleBias: number;
  48882. /**
  48883. * If sets to true, disables all the lights affecting the material.
  48884. */
  48885. disableLighting: boolean;
  48886. /**
  48887. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48888. */
  48889. forceIrradianceInFragment: boolean;
  48890. /**
  48891. * Number of Simultaneous lights allowed on the material.
  48892. */
  48893. maxSimultaneousLights: number;
  48894. /**
  48895. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48896. */
  48897. invertNormalMapX: boolean;
  48898. /**
  48899. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48900. */
  48901. invertNormalMapY: boolean;
  48902. /**
  48903. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48904. */
  48905. twoSidedLighting: boolean;
  48906. /**
  48907. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48908. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48909. */
  48910. useAlphaFresnel: boolean;
  48911. /**
  48912. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48913. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48914. */
  48915. useLinearAlphaFresnel: boolean;
  48916. /**
  48917. * Let user defines the brdf lookup texture used for IBL.
  48918. * A default 8bit version is embedded but you could point at :
  48919. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48920. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48921. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48922. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48923. */
  48924. environmentBRDFTexture: Nullable<BaseTexture>;
  48925. /**
  48926. * Force normal to face away from face.
  48927. */
  48928. forceNormalForward: boolean;
  48929. /**
  48930. * Enables specular anti aliasing in the PBR shader.
  48931. * It will both interacts on the Geometry for analytical and IBL lighting.
  48932. * It also prefilter the roughness map based on the bump values.
  48933. */
  48934. enableSpecularAntiAliasing: boolean;
  48935. /**
  48936. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48937. * makes the reflect vector face the model (under horizon).
  48938. */
  48939. useHorizonOcclusion: boolean;
  48940. /**
  48941. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48942. * too much the area relying on ambient texture to define their ambient occlusion.
  48943. */
  48944. useRadianceOcclusion: boolean;
  48945. /**
  48946. * If set to true, no lighting calculations will be applied.
  48947. */
  48948. unlit: boolean;
  48949. /**
  48950. * Gets the image processing configuration used either in this material.
  48951. */
  48952. /**
  48953. * Sets the Default image processing configuration used either in the this material.
  48954. *
  48955. * If sets to null, the scene one is in use.
  48956. */
  48957. imageProcessingConfiguration: ImageProcessingConfiguration;
  48958. /**
  48959. * Gets wether the color curves effect is enabled.
  48960. */
  48961. /**
  48962. * Sets wether the color curves effect is enabled.
  48963. */
  48964. cameraColorCurvesEnabled: boolean;
  48965. /**
  48966. * Gets wether the color grading effect is enabled.
  48967. */
  48968. /**
  48969. * Gets wether the color grading effect is enabled.
  48970. */
  48971. cameraColorGradingEnabled: boolean;
  48972. /**
  48973. * Gets wether tonemapping is enabled or not.
  48974. */
  48975. /**
  48976. * Sets wether tonemapping is enabled or not
  48977. */
  48978. cameraToneMappingEnabled: boolean;
  48979. /**
  48980. * The camera exposure used on this material.
  48981. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48982. * This corresponds to a photographic exposure.
  48983. */
  48984. /**
  48985. * The camera exposure used on this material.
  48986. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48987. * This corresponds to a photographic exposure.
  48988. */
  48989. cameraExposure: number;
  48990. /**
  48991. * Gets The camera contrast used on this material.
  48992. */
  48993. /**
  48994. * Sets The camera contrast used on this material.
  48995. */
  48996. cameraContrast: number;
  48997. /**
  48998. * Gets the Color Grading 2D Lookup Texture.
  48999. */
  49000. /**
  49001. * Sets the Color Grading 2D Lookup Texture.
  49002. */
  49003. cameraColorGradingTexture: Nullable<BaseTexture>;
  49004. /**
  49005. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49006. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49007. * 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;
  49008. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49009. */
  49010. /**
  49011. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49012. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49013. * 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;
  49014. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49015. */
  49016. cameraColorCurves: Nullable<ColorCurves>;
  49017. /**
  49018. * Instantiates a new PBRMaterial instance.
  49019. *
  49020. * @param name The material name
  49021. * @param scene The scene the material will be use in.
  49022. */
  49023. constructor(name: string, scene: Scene);
  49024. /**
  49025. * Returns the name of this material class.
  49026. */
  49027. getClassName(): string;
  49028. /**
  49029. * Makes a duplicate of the current material.
  49030. * @param name - name to use for the new material.
  49031. */
  49032. clone(name: string): PBRMaterial;
  49033. /**
  49034. * Serializes this PBR Material.
  49035. * @returns - An object with the serialized material.
  49036. */
  49037. serialize(): any;
  49038. /**
  49039. * Parses a PBR Material from a serialized object.
  49040. * @param source - Serialized object.
  49041. * @param scene - BJS scene instance.
  49042. * @param rootUrl - url for the scene object
  49043. * @returns - PBRMaterial
  49044. */
  49045. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49046. }
  49047. }
  49048. declare module "babylonjs/Misc/dds" {
  49049. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49050. import { Engine } from "babylonjs/Engines/engine";
  49051. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49052. import { Nullable } from "babylonjs/types";
  49053. import { Scene } from "babylonjs/scene";
  49054. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49055. /**
  49056. * Direct draw surface info
  49057. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49058. */
  49059. export interface DDSInfo {
  49060. /**
  49061. * Width of the texture
  49062. */
  49063. width: number;
  49064. /**
  49065. * Width of the texture
  49066. */
  49067. height: number;
  49068. /**
  49069. * Number of Mipmaps for the texture
  49070. * @see https://en.wikipedia.org/wiki/Mipmap
  49071. */
  49072. mipmapCount: number;
  49073. /**
  49074. * If the textures format is a known fourCC format
  49075. * @see https://www.fourcc.org/
  49076. */
  49077. isFourCC: boolean;
  49078. /**
  49079. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49080. */
  49081. isRGB: boolean;
  49082. /**
  49083. * If the texture is a lumincance format
  49084. */
  49085. isLuminance: boolean;
  49086. /**
  49087. * If this is a cube texture
  49088. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49089. */
  49090. isCube: boolean;
  49091. /**
  49092. * If the texture is a compressed format eg. FOURCC_DXT1
  49093. */
  49094. isCompressed: boolean;
  49095. /**
  49096. * The dxgiFormat of the texture
  49097. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49098. */
  49099. dxgiFormat: number;
  49100. /**
  49101. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49102. */
  49103. textureType: number;
  49104. /**
  49105. * Sphericle polynomial created for the dds texture
  49106. */
  49107. sphericalPolynomial?: SphericalPolynomial;
  49108. }
  49109. /**
  49110. * Class used to provide DDS decompression tools
  49111. */
  49112. export class DDSTools {
  49113. /**
  49114. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49115. */
  49116. static StoreLODInAlphaChannel: boolean;
  49117. /**
  49118. * Gets DDS information from an array buffer
  49119. * @param arrayBuffer defines the array buffer to read data from
  49120. * @returns the DDS information
  49121. */
  49122. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49123. private static _FloatView;
  49124. private static _Int32View;
  49125. private static _ToHalfFloat;
  49126. private static _FromHalfFloat;
  49127. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49128. private static _GetHalfFloatRGBAArrayBuffer;
  49129. private static _GetFloatRGBAArrayBuffer;
  49130. private static _GetFloatAsUIntRGBAArrayBuffer;
  49131. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49132. private static _GetRGBAArrayBuffer;
  49133. private static _ExtractLongWordOrder;
  49134. private static _GetRGBArrayBuffer;
  49135. private static _GetLuminanceArrayBuffer;
  49136. /**
  49137. * Uploads DDS Levels to a Babylon Texture
  49138. * @hidden
  49139. */
  49140. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49141. }
  49142. module "babylonjs/Engines/engine" {
  49143. interface Engine {
  49144. /**
  49145. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49146. * @param rootUrl defines the url where the file to load is located
  49147. * @param scene defines the current scene
  49148. * @param lodScale defines scale to apply to the mip map selection
  49149. * @param lodOffset defines offset to apply to the mip map selection
  49150. * @param onLoad defines an optional callback raised when the texture is loaded
  49151. * @param onError defines an optional callback raised if there is an issue to load the texture
  49152. * @param format defines the format of the data
  49153. * @param forcedExtension defines the extension to use to pick the right loader
  49154. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49155. * @returns the cube texture as an InternalTexture
  49156. */
  49157. 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;
  49158. }
  49159. }
  49160. }
  49161. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49162. import { Nullable } from "babylonjs/types";
  49163. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49164. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49165. /**
  49166. * Implementation of the DDS Texture Loader.
  49167. * @hidden
  49168. */
  49169. export class _DDSTextureLoader implements IInternalTextureLoader {
  49170. /**
  49171. * Defines wether the loader supports cascade loading the different faces.
  49172. */
  49173. readonly supportCascades: boolean;
  49174. /**
  49175. * This returns if the loader support the current file information.
  49176. * @param extension defines the file extension of the file being loaded
  49177. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49178. * @param fallback defines the fallback internal texture if any
  49179. * @param isBase64 defines whether the texture is encoded as a base64
  49180. * @param isBuffer defines whether the texture data are stored as a buffer
  49181. * @returns true if the loader can load the specified file
  49182. */
  49183. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49184. /**
  49185. * Transform the url before loading if required.
  49186. * @param rootUrl the url of the texture
  49187. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49188. * @returns the transformed texture
  49189. */
  49190. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49191. /**
  49192. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49193. * @param rootUrl the url of the texture
  49194. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49195. * @returns the fallback texture
  49196. */
  49197. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49198. /**
  49199. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49200. * @param data contains the texture data
  49201. * @param texture defines the BabylonJS internal texture
  49202. * @param createPolynomials will be true if polynomials have been requested
  49203. * @param onLoad defines the callback to trigger once the texture is ready
  49204. * @param onError defines the callback to trigger in case of error
  49205. */
  49206. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49207. /**
  49208. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49209. * @param data contains the texture data
  49210. * @param texture defines the BabylonJS internal texture
  49211. * @param callback defines the method to call once ready to upload
  49212. */
  49213. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49214. }
  49215. }
  49216. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49217. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49218. /** @hidden */
  49219. export var rgbdEncodePixelShader: {
  49220. name: string;
  49221. shader: string;
  49222. };
  49223. }
  49224. declare module "babylonjs/Misc/environmentTextureTools" {
  49225. import { Nullable } from "babylonjs/types";
  49226. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49227. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49228. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49229. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49230. import "babylonjs/Shaders/rgbdEncode.fragment";
  49231. import "babylonjs/Shaders/rgbdDecode.fragment";
  49232. /**
  49233. * Raw texture data and descriptor sufficient for WebGL texture upload
  49234. */
  49235. export interface EnvironmentTextureInfo {
  49236. /**
  49237. * Version of the environment map
  49238. */
  49239. version: number;
  49240. /**
  49241. * Width of image
  49242. */
  49243. width: number;
  49244. /**
  49245. * Irradiance information stored in the file.
  49246. */
  49247. irradiance: any;
  49248. /**
  49249. * Specular information stored in the file.
  49250. */
  49251. specular: any;
  49252. }
  49253. /**
  49254. * Sets of helpers addressing the serialization and deserialization of environment texture
  49255. * stored in a BabylonJS env file.
  49256. * Those files are usually stored as .env files.
  49257. */
  49258. export class EnvironmentTextureTools {
  49259. /**
  49260. * Magic number identifying the env file.
  49261. */
  49262. private static _MagicBytes;
  49263. /**
  49264. * Gets the environment info from an env file.
  49265. * @param data The array buffer containing the .env bytes.
  49266. * @returns the environment file info (the json header) if successfully parsed.
  49267. */
  49268. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49269. /**
  49270. * Creates an environment texture from a loaded cube texture.
  49271. * @param texture defines the cube texture to convert in env file
  49272. * @return a promise containing the environment data if succesfull.
  49273. */
  49274. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49275. /**
  49276. * Creates a JSON representation of the spherical data.
  49277. * @param texture defines the texture containing the polynomials
  49278. * @return the JSON representation of the spherical info
  49279. */
  49280. private static _CreateEnvTextureIrradiance;
  49281. /**
  49282. * Uploads the texture info contained in the env file to the GPU.
  49283. * @param texture defines the internal texture to upload to
  49284. * @param arrayBuffer defines the buffer cotaining the data to load
  49285. * @param info defines the texture info retrieved through the GetEnvInfo method
  49286. * @returns a promise
  49287. */
  49288. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49289. /**
  49290. * Uploads the levels of image data to the GPU.
  49291. * @param texture defines the internal texture to upload to
  49292. * @param imageData defines the array buffer views of image data [mipmap][face]
  49293. * @returns a promise
  49294. */
  49295. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49296. /**
  49297. * Uploads spherical polynomials information to the texture.
  49298. * @param texture defines the texture we are trying to upload the information to
  49299. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49300. */
  49301. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49302. /** @hidden */
  49303. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49304. }
  49305. }
  49306. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49307. import { Nullable } from "babylonjs/types";
  49308. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49309. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49310. /**
  49311. * Implementation of the ENV Texture Loader.
  49312. * @hidden
  49313. */
  49314. export class _ENVTextureLoader implements IInternalTextureLoader {
  49315. /**
  49316. * Defines wether the loader supports cascade loading the different faces.
  49317. */
  49318. readonly supportCascades: boolean;
  49319. /**
  49320. * This returns if the loader support the current file information.
  49321. * @param extension defines the file extension of the file being loaded
  49322. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49323. * @param fallback defines the fallback internal texture if any
  49324. * @param isBase64 defines whether the texture is encoded as a base64
  49325. * @param isBuffer defines whether the texture data are stored as a buffer
  49326. * @returns true if the loader can load the specified file
  49327. */
  49328. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49329. /**
  49330. * Transform the url before loading if required.
  49331. * @param rootUrl the url of the texture
  49332. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49333. * @returns the transformed texture
  49334. */
  49335. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49336. /**
  49337. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49338. * @param rootUrl the url of the texture
  49339. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49340. * @returns the fallback texture
  49341. */
  49342. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49343. /**
  49344. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49345. * @param data contains the texture data
  49346. * @param texture defines the BabylonJS internal texture
  49347. * @param createPolynomials will be true if polynomials have been requested
  49348. * @param onLoad defines the callback to trigger once the texture is ready
  49349. * @param onError defines the callback to trigger in case of error
  49350. */
  49351. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49352. /**
  49353. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49354. * @param data contains the texture data
  49355. * @param texture defines the BabylonJS internal texture
  49356. * @param callback defines the method to call once ready to upload
  49357. */
  49358. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49359. }
  49360. }
  49361. declare module "babylonjs/Misc/khronosTextureContainer" {
  49362. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49363. /**
  49364. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49365. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49366. */
  49367. export class KhronosTextureContainer {
  49368. /** contents of the KTX container file */
  49369. arrayBuffer: any;
  49370. private static HEADER_LEN;
  49371. private static COMPRESSED_2D;
  49372. private static COMPRESSED_3D;
  49373. private static TEX_2D;
  49374. private static TEX_3D;
  49375. /**
  49376. * Gets the openGL type
  49377. */
  49378. glType: number;
  49379. /**
  49380. * Gets the openGL type size
  49381. */
  49382. glTypeSize: number;
  49383. /**
  49384. * Gets the openGL format
  49385. */
  49386. glFormat: number;
  49387. /**
  49388. * Gets the openGL internal format
  49389. */
  49390. glInternalFormat: number;
  49391. /**
  49392. * Gets the base internal format
  49393. */
  49394. glBaseInternalFormat: number;
  49395. /**
  49396. * Gets image width in pixel
  49397. */
  49398. pixelWidth: number;
  49399. /**
  49400. * Gets image height in pixel
  49401. */
  49402. pixelHeight: number;
  49403. /**
  49404. * Gets image depth in pixels
  49405. */
  49406. pixelDepth: number;
  49407. /**
  49408. * Gets the number of array elements
  49409. */
  49410. numberOfArrayElements: number;
  49411. /**
  49412. * Gets the number of faces
  49413. */
  49414. numberOfFaces: number;
  49415. /**
  49416. * Gets the number of mipmap levels
  49417. */
  49418. numberOfMipmapLevels: number;
  49419. /**
  49420. * Gets the bytes of key value data
  49421. */
  49422. bytesOfKeyValueData: number;
  49423. /**
  49424. * Gets the load type
  49425. */
  49426. loadType: number;
  49427. /**
  49428. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49429. */
  49430. isInvalid: boolean;
  49431. /**
  49432. * Creates a new KhronosTextureContainer
  49433. * @param arrayBuffer contents of the KTX container file
  49434. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49435. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49436. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49437. */
  49438. constructor(
  49439. /** contents of the KTX container file */
  49440. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49441. /**
  49442. * Uploads KTX content to a Babylon Texture.
  49443. * It is assumed that the texture has already been created & is currently bound
  49444. * @hidden
  49445. */
  49446. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49447. private _upload2DCompressedLevels;
  49448. }
  49449. }
  49450. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49451. import { Nullable } from "babylonjs/types";
  49452. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49453. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49454. /**
  49455. * Implementation of the KTX Texture Loader.
  49456. * @hidden
  49457. */
  49458. export class _KTXTextureLoader implements IInternalTextureLoader {
  49459. /**
  49460. * Defines wether the loader supports cascade loading the different faces.
  49461. */
  49462. readonly supportCascades: boolean;
  49463. /**
  49464. * This returns if the loader support the current file information.
  49465. * @param extension defines the file extension of the file being loaded
  49466. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49467. * @param fallback defines the fallback internal texture if any
  49468. * @param isBase64 defines whether the texture is encoded as a base64
  49469. * @param isBuffer defines whether the texture data are stored as a buffer
  49470. * @returns true if the loader can load the specified file
  49471. */
  49472. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49473. /**
  49474. * Transform the url before loading if required.
  49475. * @param rootUrl the url of the texture
  49476. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49477. * @returns the transformed texture
  49478. */
  49479. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49480. /**
  49481. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49482. * @param rootUrl the url of the texture
  49483. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49484. * @returns the fallback texture
  49485. */
  49486. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49487. /**
  49488. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49489. * @param data contains the texture data
  49490. * @param texture defines the BabylonJS internal texture
  49491. * @param createPolynomials will be true if polynomials have been requested
  49492. * @param onLoad defines the callback to trigger once the texture is ready
  49493. * @param onError defines the callback to trigger in case of error
  49494. */
  49495. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49496. /**
  49497. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49498. * @param data contains the texture data
  49499. * @param texture defines the BabylonJS internal texture
  49500. * @param callback defines the method to call once ready to upload
  49501. */
  49502. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49503. }
  49504. }
  49505. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49506. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49507. import { Scene } from "babylonjs/scene";
  49508. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49509. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49510. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49511. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49512. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49513. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49515. /**
  49516. * Options for the default xr helper
  49517. */
  49518. export class WebXRDefaultExperienceOptions {
  49519. /**
  49520. * Floor meshes that should be used for teleporting
  49521. */
  49522. floorMeshes: Array<AbstractMesh>;
  49523. }
  49524. /**
  49525. * Default experience which provides a similar setup to the previous webVRExperience
  49526. */
  49527. export class WebXRDefaultExperience {
  49528. /**
  49529. * Base experience
  49530. */
  49531. baseExperience: WebXRExperienceHelper;
  49532. /**
  49533. * Input experience extension
  49534. */
  49535. input: WebXRInput;
  49536. /**
  49537. * Loads the controller models
  49538. */
  49539. controllerModelLoader: WebXRControllerModelLoader;
  49540. /**
  49541. * Enables laser pointer and selection
  49542. */
  49543. pointerSelection: WebXRControllerPointerSelection;
  49544. /**
  49545. * Enables teleportation
  49546. */
  49547. teleportation: WebXRControllerTeleportation;
  49548. /**
  49549. * Enables ui for enetering/exiting xr
  49550. */
  49551. enterExitUI: WebXREnterExitUI;
  49552. /**
  49553. * Default output canvas xr should render to
  49554. */
  49555. outputCanvas: WebXRManagedOutputCanvas;
  49556. /**
  49557. * Creates the default xr experience
  49558. * @param scene scene
  49559. * @param options options for basic configuration
  49560. * @returns resulting WebXRDefaultExperience
  49561. */
  49562. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49563. private constructor();
  49564. /**
  49565. * DIsposes of the experience helper
  49566. */
  49567. dispose(): void;
  49568. }
  49569. }
  49570. declare module "babylonjs/Helpers/sceneHelpers" {
  49571. import { Nullable } from "babylonjs/types";
  49572. import { Mesh } from "babylonjs/Meshes/mesh";
  49573. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49574. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49575. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49576. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49577. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49578. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49579. import "babylonjs/Meshes/Builders/boxBuilder";
  49580. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49581. /** @hidden */
  49582. export var _forceSceneHelpersToBundle: boolean;
  49583. module "babylonjs/scene" {
  49584. interface Scene {
  49585. /**
  49586. * Creates a default light for the scene.
  49587. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49588. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49589. */
  49590. createDefaultLight(replace?: boolean): void;
  49591. /**
  49592. * Creates a default camera for the scene.
  49593. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49594. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49595. * @param replace has default false, when true replaces the active camera in the scene
  49596. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49597. */
  49598. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49599. /**
  49600. * Creates a default camera and a default light.
  49601. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49602. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49603. * @param replace has the default false, when true replaces the active camera/light in the scene
  49604. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49605. */
  49606. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49607. /**
  49608. * Creates a new sky box
  49609. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49610. * @param environmentTexture defines the texture to use as environment texture
  49611. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49612. * @param scale defines the overall scale of the skybox
  49613. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49614. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49615. * @returns a new mesh holding the sky box
  49616. */
  49617. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49618. /**
  49619. * Creates a new environment
  49620. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49621. * @param options defines the options you can use to configure the environment
  49622. * @returns the new EnvironmentHelper
  49623. */
  49624. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49625. /**
  49626. * Creates a new VREXperienceHelper
  49627. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49628. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49629. * @returns a new VREXperienceHelper
  49630. */
  49631. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49632. /**
  49633. * Creates a new WebXRDefaultExperience
  49634. * @see http://doc.babylonjs.com/how_to/webxr
  49635. * @param options experience options
  49636. * @returns a promise for a new WebXRDefaultExperience
  49637. */
  49638. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49639. }
  49640. }
  49641. }
  49642. declare module "babylonjs/Helpers/videoDome" {
  49643. import { Scene } from "babylonjs/scene";
  49644. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49645. import { Mesh } from "babylonjs/Meshes/mesh";
  49646. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49647. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49648. import "babylonjs/Meshes/Builders/sphereBuilder";
  49649. /**
  49650. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49651. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49652. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49653. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49654. */
  49655. export class VideoDome extends TransformNode {
  49656. /**
  49657. * Define the video source as a Monoscopic panoramic 360 video.
  49658. */
  49659. static readonly MODE_MONOSCOPIC: number;
  49660. /**
  49661. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49662. */
  49663. static readonly MODE_TOPBOTTOM: number;
  49664. /**
  49665. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49666. */
  49667. static readonly MODE_SIDEBYSIDE: number;
  49668. private _useDirectMapping;
  49669. /**
  49670. * The video texture being displayed on the sphere
  49671. */
  49672. protected _videoTexture: VideoTexture;
  49673. /**
  49674. * Gets the video texture being displayed on the sphere
  49675. */
  49676. readonly videoTexture: VideoTexture;
  49677. /**
  49678. * The skybox material
  49679. */
  49680. protected _material: BackgroundMaterial;
  49681. /**
  49682. * The surface used for the skybox
  49683. */
  49684. protected _mesh: Mesh;
  49685. /**
  49686. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49687. * Also see the options.resolution property.
  49688. */
  49689. fovMultiplier: number;
  49690. private _videoMode;
  49691. /**
  49692. * Gets or set the current video mode for the video. It can be:
  49693. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49694. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49695. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49696. */
  49697. videoMode: number;
  49698. /**
  49699. * Oberserver used in Stereoscopic VR Mode.
  49700. */
  49701. private _onBeforeCameraRenderObserver;
  49702. /**
  49703. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49704. * @param name Element's name, child elements will append suffixes for their own names.
  49705. * @param urlsOrVideo defines the url(s) or the video element to use
  49706. * @param options An object containing optional or exposed sub element properties
  49707. */
  49708. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49709. resolution?: number;
  49710. clickToPlay?: boolean;
  49711. autoPlay?: boolean;
  49712. loop?: boolean;
  49713. size?: number;
  49714. poster?: string;
  49715. faceForward?: boolean;
  49716. useDirectMapping?: boolean;
  49717. }, scene: Scene);
  49718. private _changeVideoMode;
  49719. /**
  49720. * Releases resources associated with this node.
  49721. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49722. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49723. */
  49724. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49725. }
  49726. }
  49727. declare module "babylonjs/Helpers/index" {
  49728. export * from "babylonjs/Helpers/environmentHelper";
  49729. export * from "babylonjs/Helpers/photoDome";
  49730. export * from "babylonjs/Helpers/sceneHelpers";
  49731. export * from "babylonjs/Helpers/videoDome";
  49732. }
  49733. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49734. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49735. import { IDisposable } from "babylonjs/scene";
  49736. import { Engine } from "babylonjs/Engines/engine";
  49737. /**
  49738. * This class can be used to get instrumentation data from a Babylon engine
  49739. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49740. */
  49741. export class EngineInstrumentation implements IDisposable {
  49742. /**
  49743. * Define the instrumented engine.
  49744. */
  49745. engine: Engine;
  49746. private _captureGPUFrameTime;
  49747. private _gpuFrameTimeToken;
  49748. private _gpuFrameTime;
  49749. private _captureShaderCompilationTime;
  49750. private _shaderCompilationTime;
  49751. private _onBeginFrameObserver;
  49752. private _onEndFrameObserver;
  49753. private _onBeforeShaderCompilationObserver;
  49754. private _onAfterShaderCompilationObserver;
  49755. /**
  49756. * Gets the perf counter used for GPU frame time
  49757. */
  49758. readonly gpuFrameTimeCounter: PerfCounter;
  49759. /**
  49760. * Gets the GPU frame time capture status
  49761. */
  49762. /**
  49763. * Enable or disable the GPU frame time capture
  49764. */
  49765. captureGPUFrameTime: boolean;
  49766. /**
  49767. * Gets the perf counter used for shader compilation time
  49768. */
  49769. readonly shaderCompilationTimeCounter: PerfCounter;
  49770. /**
  49771. * Gets the shader compilation time capture status
  49772. */
  49773. /**
  49774. * Enable or disable the shader compilation time capture
  49775. */
  49776. captureShaderCompilationTime: boolean;
  49777. /**
  49778. * Instantiates a new engine instrumentation.
  49779. * This class can be used to get instrumentation data from a Babylon engine
  49780. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49781. * @param engine Defines the engine to instrument
  49782. */
  49783. constructor(
  49784. /**
  49785. * Define the instrumented engine.
  49786. */
  49787. engine: Engine);
  49788. /**
  49789. * Dispose and release associated resources.
  49790. */
  49791. dispose(): void;
  49792. }
  49793. }
  49794. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49795. import { Scene, IDisposable } from "babylonjs/scene";
  49796. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49797. /**
  49798. * This class can be used to get instrumentation data from a Babylon engine
  49799. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49800. */
  49801. export class SceneInstrumentation implements IDisposable {
  49802. /**
  49803. * Defines the scene to instrument
  49804. */
  49805. scene: Scene;
  49806. private _captureActiveMeshesEvaluationTime;
  49807. private _activeMeshesEvaluationTime;
  49808. private _captureRenderTargetsRenderTime;
  49809. private _renderTargetsRenderTime;
  49810. private _captureFrameTime;
  49811. private _frameTime;
  49812. private _captureRenderTime;
  49813. private _renderTime;
  49814. private _captureInterFrameTime;
  49815. private _interFrameTime;
  49816. private _captureParticlesRenderTime;
  49817. private _particlesRenderTime;
  49818. private _captureSpritesRenderTime;
  49819. private _spritesRenderTime;
  49820. private _capturePhysicsTime;
  49821. private _physicsTime;
  49822. private _captureAnimationsTime;
  49823. private _animationsTime;
  49824. private _captureCameraRenderTime;
  49825. private _cameraRenderTime;
  49826. private _onBeforeActiveMeshesEvaluationObserver;
  49827. private _onAfterActiveMeshesEvaluationObserver;
  49828. private _onBeforeRenderTargetsRenderObserver;
  49829. private _onAfterRenderTargetsRenderObserver;
  49830. private _onAfterRenderObserver;
  49831. private _onBeforeDrawPhaseObserver;
  49832. private _onAfterDrawPhaseObserver;
  49833. private _onBeforeAnimationsObserver;
  49834. private _onBeforeParticlesRenderingObserver;
  49835. private _onAfterParticlesRenderingObserver;
  49836. private _onBeforeSpritesRenderingObserver;
  49837. private _onAfterSpritesRenderingObserver;
  49838. private _onBeforePhysicsObserver;
  49839. private _onAfterPhysicsObserver;
  49840. private _onAfterAnimationsObserver;
  49841. private _onBeforeCameraRenderObserver;
  49842. private _onAfterCameraRenderObserver;
  49843. /**
  49844. * Gets the perf counter used for active meshes evaluation time
  49845. */
  49846. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49847. /**
  49848. * Gets the active meshes evaluation time capture status
  49849. */
  49850. /**
  49851. * Enable or disable the active meshes evaluation time capture
  49852. */
  49853. captureActiveMeshesEvaluationTime: boolean;
  49854. /**
  49855. * Gets the perf counter used for render targets render time
  49856. */
  49857. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49858. /**
  49859. * Gets the render targets render time capture status
  49860. */
  49861. /**
  49862. * Enable or disable the render targets render time capture
  49863. */
  49864. captureRenderTargetsRenderTime: boolean;
  49865. /**
  49866. * Gets the perf counter used for particles render time
  49867. */
  49868. readonly particlesRenderTimeCounter: PerfCounter;
  49869. /**
  49870. * Gets the particles render time capture status
  49871. */
  49872. /**
  49873. * Enable or disable the particles render time capture
  49874. */
  49875. captureParticlesRenderTime: boolean;
  49876. /**
  49877. * Gets the perf counter used for sprites render time
  49878. */
  49879. readonly spritesRenderTimeCounter: PerfCounter;
  49880. /**
  49881. * Gets the sprites render time capture status
  49882. */
  49883. /**
  49884. * Enable or disable the sprites render time capture
  49885. */
  49886. captureSpritesRenderTime: boolean;
  49887. /**
  49888. * Gets the perf counter used for physics time
  49889. */
  49890. readonly physicsTimeCounter: PerfCounter;
  49891. /**
  49892. * Gets the physics time capture status
  49893. */
  49894. /**
  49895. * Enable or disable the physics time capture
  49896. */
  49897. capturePhysicsTime: boolean;
  49898. /**
  49899. * Gets the perf counter used for animations time
  49900. */
  49901. readonly animationsTimeCounter: PerfCounter;
  49902. /**
  49903. * Gets the animations time capture status
  49904. */
  49905. /**
  49906. * Enable or disable the animations time capture
  49907. */
  49908. captureAnimationsTime: boolean;
  49909. /**
  49910. * Gets the perf counter used for frame time capture
  49911. */
  49912. readonly frameTimeCounter: PerfCounter;
  49913. /**
  49914. * Gets the frame time capture status
  49915. */
  49916. /**
  49917. * Enable or disable the frame time capture
  49918. */
  49919. captureFrameTime: boolean;
  49920. /**
  49921. * Gets the perf counter used for inter-frames time capture
  49922. */
  49923. readonly interFrameTimeCounter: PerfCounter;
  49924. /**
  49925. * Gets the inter-frames time capture status
  49926. */
  49927. /**
  49928. * Enable or disable the inter-frames time capture
  49929. */
  49930. captureInterFrameTime: boolean;
  49931. /**
  49932. * Gets the perf counter used for render time capture
  49933. */
  49934. readonly renderTimeCounter: PerfCounter;
  49935. /**
  49936. * Gets the render time capture status
  49937. */
  49938. /**
  49939. * Enable or disable the render time capture
  49940. */
  49941. captureRenderTime: boolean;
  49942. /**
  49943. * Gets the perf counter used for camera render time capture
  49944. */
  49945. readonly cameraRenderTimeCounter: PerfCounter;
  49946. /**
  49947. * Gets the camera render time capture status
  49948. */
  49949. /**
  49950. * Enable or disable the camera render time capture
  49951. */
  49952. captureCameraRenderTime: boolean;
  49953. /**
  49954. * Gets the perf counter used for draw calls
  49955. */
  49956. readonly drawCallsCounter: PerfCounter;
  49957. /**
  49958. * Instantiates a new scene instrumentation.
  49959. * This class can be used to get instrumentation data from a Babylon engine
  49960. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49961. * @param scene Defines the scene to instrument
  49962. */
  49963. constructor(
  49964. /**
  49965. * Defines the scene to instrument
  49966. */
  49967. scene: Scene);
  49968. /**
  49969. * Dispose and release associated resources.
  49970. */
  49971. dispose(): void;
  49972. }
  49973. }
  49974. declare module "babylonjs/Instrumentation/index" {
  49975. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49976. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49977. export * from "babylonjs/Instrumentation/timeToken";
  49978. }
  49979. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49980. /** @hidden */
  49981. export var glowMapGenerationPixelShader: {
  49982. name: string;
  49983. shader: string;
  49984. };
  49985. }
  49986. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49987. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49988. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49989. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49990. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49991. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49992. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49993. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49994. /** @hidden */
  49995. export var glowMapGenerationVertexShader: {
  49996. name: string;
  49997. shader: string;
  49998. };
  49999. }
  50000. declare module "babylonjs/Layers/effectLayer" {
  50001. import { Observable } from "babylonjs/Misc/observable";
  50002. import { Nullable } from "babylonjs/types";
  50003. import { Camera } from "babylonjs/Cameras/camera";
  50004. import { Scene } from "babylonjs/scene";
  50005. import { ISize } from "babylonjs/Maths/math.size";
  50006. import { Color4 } from "babylonjs/Maths/math.color";
  50007. import { Engine } from "babylonjs/Engines/engine";
  50008. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50010. import { Mesh } from "babylonjs/Meshes/mesh";
  50011. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50012. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50013. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50014. import { Effect } from "babylonjs/Materials/effect";
  50015. import { Material } from "babylonjs/Materials/material";
  50016. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50017. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50018. /**
  50019. * Effect layer options. This helps customizing the behaviour
  50020. * of the effect layer.
  50021. */
  50022. export interface IEffectLayerOptions {
  50023. /**
  50024. * Multiplication factor apply to the canvas size to compute the render target size
  50025. * used to generated the objects (the smaller the faster).
  50026. */
  50027. mainTextureRatio: number;
  50028. /**
  50029. * Enforces a fixed size texture to ensure effect stability across devices.
  50030. */
  50031. mainTextureFixedSize?: number;
  50032. /**
  50033. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50034. */
  50035. alphaBlendingMode: number;
  50036. /**
  50037. * The camera attached to the layer.
  50038. */
  50039. camera: Nullable<Camera>;
  50040. /**
  50041. * The rendering group to draw the layer in.
  50042. */
  50043. renderingGroupId: number;
  50044. }
  50045. /**
  50046. * The effect layer Helps adding post process effect blended with the main pass.
  50047. *
  50048. * This can be for instance use to generate glow or higlight effects on the scene.
  50049. *
  50050. * The effect layer class can not be used directly and is intented to inherited from to be
  50051. * customized per effects.
  50052. */
  50053. export abstract class EffectLayer {
  50054. private _vertexBuffers;
  50055. private _indexBuffer;
  50056. private _cachedDefines;
  50057. private _effectLayerMapGenerationEffect;
  50058. private _effectLayerOptions;
  50059. private _mergeEffect;
  50060. protected _scene: Scene;
  50061. protected _engine: Engine;
  50062. protected _maxSize: number;
  50063. protected _mainTextureDesiredSize: ISize;
  50064. protected _mainTexture: RenderTargetTexture;
  50065. protected _shouldRender: boolean;
  50066. protected _postProcesses: PostProcess[];
  50067. protected _textures: BaseTexture[];
  50068. protected _emissiveTextureAndColor: {
  50069. texture: Nullable<BaseTexture>;
  50070. color: Color4;
  50071. };
  50072. /**
  50073. * The name of the layer
  50074. */
  50075. name: string;
  50076. /**
  50077. * The clear color of the texture used to generate the glow map.
  50078. */
  50079. neutralColor: Color4;
  50080. /**
  50081. * Specifies wether the highlight layer is enabled or not.
  50082. */
  50083. isEnabled: boolean;
  50084. /**
  50085. * Gets the camera attached to the layer.
  50086. */
  50087. readonly camera: Nullable<Camera>;
  50088. /**
  50089. * Gets the rendering group id the layer should render in.
  50090. */
  50091. renderingGroupId: number;
  50092. /**
  50093. * An event triggered when the effect layer has been disposed.
  50094. */
  50095. onDisposeObservable: Observable<EffectLayer>;
  50096. /**
  50097. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50098. */
  50099. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50100. /**
  50101. * An event triggered when the generated texture is being merged in the scene.
  50102. */
  50103. onBeforeComposeObservable: Observable<EffectLayer>;
  50104. /**
  50105. * An event triggered when the generated texture has been merged in the scene.
  50106. */
  50107. onAfterComposeObservable: Observable<EffectLayer>;
  50108. /**
  50109. * An event triggered when the efffect layer changes its size.
  50110. */
  50111. onSizeChangedObservable: Observable<EffectLayer>;
  50112. /** @hidden */
  50113. static _SceneComponentInitialization: (scene: Scene) => void;
  50114. /**
  50115. * Instantiates a new effect Layer and references it in the scene.
  50116. * @param name The name of the layer
  50117. * @param scene The scene to use the layer in
  50118. */
  50119. constructor(
  50120. /** The Friendly of the effect in the scene */
  50121. name: string, scene: Scene);
  50122. /**
  50123. * Get the effect name of the layer.
  50124. * @return The effect name
  50125. */
  50126. abstract getEffectName(): string;
  50127. /**
  50128. * Checks for the readiness of the element composing the layer.
  50129. * @param subMesh the mesh to check for
  50130. * @param useInstances specify wether or not to use instances to render the mesh
  50131. * @return true if ready otherwise, false
  50132. */
  50133. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50134. /**
  50135. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50136. * @returns true if the effect requires stencil during the main canvas render pass.
  50137. */
  50138. abstract needStencil(): boolean;
  50139. /**
  50140. * Create the merge effect. This is the shader use to blit the information back
  50141. * to the main canvas at the end of the scene rendering.
  50142. * @returns The effect containing the shader used to merge the effect on the main canvas
  50143. */
  50144. protected abstract _createMergeEffect(): Effect;
  50145. /**
  50146. * Creates the render target textures and post processes used in the effect layer.
  50147. */
  50148. protected abstract _createTextureAndPostProcesses(): void;
  50149. /**
  50150. * Implementation specific of rendering the generating effect on the main canvas.
  50151. * @param effect The effect used to render through
  50152. */
  50153. protected abstract _internalRender(effect: Effect): void;
  50154. /**
  50155. * Sets the required values for both the emissive texture and and the main color.
  50156. */
  50157. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50158. /**
  50159. * Free any resources and references associated to a mesh.
  50160. * Internal use
  50161. * @param mesh The mesh to free.
  50162. */
  50163. abstract _disposeMesh(mesh: Mesh): void;
  50164. /**
  50165. * Serializes this layer (Glow or Highlight for example)
  50166. * @returns a serialized layer object
  50167. */
  50168. abstract serialize?(): any;
  50169. /**
  50170. * Initializes the effect layer with the required options.
  50171. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50172. */
  50173. protected _init(options: Partial<IEffectLayerOptions>): void;
  50174. /**
  50175. * Generates the index buffer of the full screen quad blending to the main canvas.
  50176. */
  50177. private _generateIndexBuffer;
  50178. /**
  50179. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50180. */
  50181. private _generateVertexBuffer;
  50182. /**
  50183. * Sets the main texture desired size which is the closest power of two
  50184. * of the engine canvas size.
  50185. */
  50186. private _setMainTextureSize;
  50187. /**
  50188. * Creates the main texture for the effect layer.
  50189. */
  50190. protected _createMainTexture(): void;
  50191. /**
  50192. * Adds specific effects defines.
  50193. * @param defines The defines to add specifics to.
  50194. */
  50195. protected _addCustomEffectDefines(defines: string[]): void;
  50196. /**
  50197. * Checks for the readiness of the element composing the layer.
  50198. * @param subMesh the mesh to check for
  50199. * @param useInstances specify wether or not to use instances to render the mesh
  50200. * @param emissiveTexture the associated emissive texture used to generate the glow
  50201. * @return true if ready otherwise, false
  50202. */
  50203. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50204. /**
  50205. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50206. */
  50207. render(): void;
  50208. /**
  50209. * Determine if a given mesh will be used in the current effect.
  50210. * @param mesh mesh to test
  50211. * @returns true if the mesh will be used
  50212. */
  50213. hasMesh(mesh: AbstractMesh): boolean;
  50214. /**
  50215. * Returns true if the layer contains information to display, otherwise false.
  50216. * @returns true if the glow layer should be rendered
  50217. */
  50218. shouldRender(): boolean;
  50219. /**
  50220. * Returns true if the mesh should render, otherwise false.
  50221. * @param mesh The mesh to render
  50222. * @returns true if it should render otherwise false
  50223. */
  50224. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50225. /**
  50226. * Returns true if the mesh can be rendered, otherwise false.
  50227. * @param mesh The mesh to render
  50228. * @param material The material used on the mesh
  50229. * @returns true if it can be rendered otherwise false
  50230. */
  50231. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50232. /**
  50233. * Returns true if the mesh should render, otherwise false.
  50234. * @param mesh The mesh to render
  50235. * @returns true if it should render otherwise false
  50236. */
  50237. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50238. /**
  50239. * Renders the submesh passed in parameter to the generation map.
  50240. */
  50241. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50242. /**
  50243. * Rebuild the required buffers.
  50244. * @hidden Internal use only.
  50245. */
  50246. _rebuild(): void;
  50247. /**
  50248. * Dispose only the render target textures and post process.
  50249. */
  50250. private _disposeTextureAndPostProcesses;
  50251. /**
  50252. * Dispose the highlight layer and free resources.
  50253. */
  50254. dispose(): void;
  50255. /**
  50256. * Gets the class name of the effect layer
  50257. * @returns the string with the class name of the effect layer
  50258. */
  50259. getClassName(): string;
  50260. /**
  50261. * Creates an effect layer from parsed effect layer data
  50262. * @param parsedEffectLayer defines effect layer data
  50263. * @param scene defines the current scene
  50264. * @param rootUrl defines the root URL containing the effect layer information
  50265. * @returns a parsed effect Layer
  50266. */
  50267. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50268. }
  50269. }
  50270. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50271. import { Scene } from "babylonjs/scene";
  50272. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50273. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50274. import { AbstractScene } from "babylonjs/abstractScene";
  50275. module "babylonjs/abstractScene" {
  50276. interface AbstractScene {
  50277. /**
  50278. * The list of effect layers (highlights/glow) added to the scene
  50279. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50280. * @see http://doc.babylonjs.com/how_to/glow_layer
  50281. */
  50282. effectLayers: Array<EffectLayer>;
  50283. /**
  50284. * Removes the given effect layer from this scene.
  50285. * @param toRemove defines the effect layer to remove
  50286. * @returns the index of the removed effect layer
  50287. */
  50288. removeEffectLayer(toRemove: EffectLayer): number;
  50289. /**
  50290. * Adds the given effect layer to this scene
  50291. * @param newEffectLayer defines the effect layer to add
  50292. */
  50293. addEffectLayer(newEffectLayer: EffectLayer): void;
  50294. }
  50295. }
  50296. /**
  50297. * Defines the layer scene component responsible to manage any effect layers
  50298. * in a given scene.
  50299. */
  50300. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50301. /**
  50302. * The component name helpfull to identify the component in the list of scene components.
  50303. */
  50304. readonly name: string;
  50305. /**
  50306. * The scene the component belongs to.
  50307. */
  50308. scene: Scene;
  50309. private _engine;
  50310. private _renderEffects;
  50311. private _needStencil;
  50312. private _previousStencilState;
  50313. /**
  50314. * Creates a new instance of the component for the given scene
  50315. * @param scene Defines the scene to register the component in
  50316. */
  50317. constructor(scene: Scene);
  50318. /**
  50319. * Registers the component in a given scene
  50320. */
  50321. register(): void;
  50322. /**
  50323. * Rebuilds the elements related to this component in case of
  50324. * context lost for instance.
  50325. */
  50326. rebuild(): void;
  50327. /**
  50328. * Serializes the component data to the specified json object
  50329. * @param serializationObject The object to serialize to
  50330. */
  50331. serialize(serializationObject: any): void;
  50332. /**
  50333. * Adds all the elements from the container to the scene
  50334. * @param container the container holding the elements
  50335. */
  50336. addFromContainer(container: AbstractScene): void;
  50337. /**
  50338. * Removes all the elements in the container from the scene
  50339. * @param container contains the elements to remove
  50340. * @param dispose if the removed element should be disposed (default: false)
  50341. */
  50342. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50343. /**
  50344. * Disposes the component and the associated ressources.
  50345. */
  50346. dispose(): void;
  50347. private _isReadyForMesh;
  50348. private _renderMainTexture;
  50349. private _setStencil;
  50350. private _setStencilBack;
  50351. private _draw;
  50352. private _drawCamera;
  50353. private _drawRenderingGroup;
  50354. }
  50355. }
  50356. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50357. /** @hidden */
  50358. export var glowMapMergePixelShader: {
  50359. name: string;
  50360. shader: string;
  50361. };
  50362. }
  50363. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50364. /** @hidden */
  50365. export var glowMapMergeVertexShader: {
  50366. name: string;
  50367. shader: string;
  50368. };
  50369. }
  50370. declare module "babylonjs/Layers/glowLayer" {
  50371. import { Nullable } from "babylonjs/types";
  50372. import { Camera } from "babylonjs/Cameras/camera";
  50373. import { Scene } from "babylonjs/scene";
  50374. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50376. import { Mesh } from "babylonjs/Meshes/mesh";
  50377. import { Texture } from "babylonjs/Materials/Textures/texture";
  50378. import { Effect } from "babylonjs/Materials/effect";
  50379. import { Material } from "babylonjs/Materials/material";
  50380. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50381. import { Color4 } from "babylonjs/Maths/math.color";
  50382. import "babylonjs/Shaders/glowMapMerge.fragment";
  50383. import "babylonjs/Shaders/glowMapMerge.vertex";
  50384. import "babylonjs/Layers/effectLayerSceneComponent";
  50385. module "babylonjs/abstractScene" {
  50386. interface AbstractScene {
  50387. /**
  50388. * Return a the first highlight layer of the scene with a given name.
  50389. * @param name The name of the highlight layer to look for.
  50390. * @return The highlight layer if found otherwise null.
  50391. */
  50392. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50393. }
  50394. }
  50395. /**
  50396. * Glow layer options. This helps customizing the behaviour
  50397. * of the glow layer.
  50398. */
  50399. export interface IGlowLayerOptions {
  50400. /**
  50401. * Multiplication factor apply to the canvas size to compute the render target size
  50402. * used to generated the glowing objects (the smaller the faster).
  50403. */
  50404. mainTextureRatio: number;
  50405. /**
  50406. * Enforces a fixed size texture to ensure resize independant blur.
  50407. */
  50408. mainTextureFixedSize?: number;
  50409. /**
  50410. * How big is the kernel of the blur texture.
  50411. */
  50412. blurKernelSize: number;
  50413. /**
  50414. * The camera attached to the layer.
  50415. */
  50416. camera: Nullable<Camera>;
  50417. /**
  50418. * Enable MSAA by chosing the number of samples.
  50419. */
  50420. mainTextureSamples?: number;
  50421. /**
  50422. * The rendering group to draw the layer in.
  50423. */
  50424. renderingGroupId: number;
  50425. }
  50426. /**
  50427. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50428. *
  50429. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50430. * glowy meshes to your scene.
  50431. *
  50432. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50433. */
  50434. export class GlowLayer extends EffectLayer {
  50435. /**
  50436. * Effect Name of the layer.
  50437. */
  50438. static readonly EffectName: string;
  50439. /**
  50440. * The default blur kernel size used for the glow.
  50441. */
  50442. static DefaultBlurKernelSize: number;
  50443. /**
  50444. * The default texture size ratio used for the glow.
  50445. */
  50446. static DefaultTextureRatio: number;
  50447. /**
  50448. * Sets the kernel size of the blur.
  50449. */
  50450. /**
  50451. * Gets the kernel size of the blur.
  50452. */
  50453. blurKernelSize: number;
  50454. /**
  50455. * Sets the glow intensity.
  50456. */
  50457. /**
  50458. * Gets the glow intensity.
  50459. */
  50460. intensity: number;
  50461. private _options;
  50462. private _intensity;
  50463. private _horizontalBlurPostprocess1;
  50464. private _verticalBlurPostprocess1;
  50465. private _horizontalBlurPostprocess2;
  50466. private _verticalBlurPostprocess2;
  50467. private _blurTexture1;
  50468. private _blurTexture2;
  50469. private _postProcesses1;
  50470. private _postProcesses2;
  50471. private _includedOnlyMeshes;
  50472. private _excludedMeshes;
  50473. /**
  50474. * Callback used to let the user override the color selection on a per mesh basis
  50475. */
  50476. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50477. /**
  50478. * Callback used to let the user override the texture selection on a per mesh basis
  50479. */
  50480. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50481. /**
  50482. * Instantiates a new glow Layer and references it to the scene.
  50483. * @param name The name of the layer
  50484. * @param scene The scene to use the layer in
  50485. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50486. */
  50487. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50488. /**
  50489. * Get the effect name of the layer.
  50490. * @return The effect name
  50491. */
  50492. getEffectName(): string;
  50493. /**
  50494. * Create the merge effect. This is the shader use to blit the information back
  50495. * to the main canvas at the end of the scene rendering.
  50496. */
  50497. protected _createMergeEffect(): Effect;
  50498. /**
  50499. * Creates the render target textures and post processes used in the glow layer.
  50500. */
  50501. protected _createTextureAndPostProcesses(): void;
  50502. /**
  50503. * Checks for the readiness of the element composing the layer.
  50504. * @param subMesh the mesh to check for
  50505. * @param useInstances specify wether or not to use instances to render the mesh
  50506. * @param emissiveTexture the associated emissive texture used to generate the glow
  50507. * @return true if ready otherwise, false
  50508. */
  50509. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50510. /**
  50511. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50512. */
  50513. needStencil(): boolean;
  50514. /**
  50515. * Returns true if the mesh can be rendered, otherwise false.
  50516. * @param mesh The mesh to render
  50517. * @param material The material used on the mesh
  50518. * @returns true if it can be rendered otherwise false
  50519. */
  50520. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50521. /**
  50522. * Implementation specific of rendering the generating effect on the main canvas.
  50523. * @param effect The effect used to render through
  50524. */
  50525. protected _internalRender(effect: Effect): void;
  50526. /**
  50527. * Sets the required values for both the emissive texture and and the main color.
  50528. */
  50529. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50530. /**
  50531. * Returns true if the mesh should render, otherwise false.
  50532. * @param mesh The mesh to render
  50533. * @returns true if it should render otherwise false
  50534. */
  50535. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50536. /**
  50537. * Adds specific effects defines.
  50538. * @param defines The defines to add specifics to.
  50539. */
  50540. protected _addCustomEffectDefines(defines: string[]): void;
  50541. /**
  50542. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50543. * @param mesh The mesh to exclude from the glow layer
  50544. */
  50545. addExcludedMesh(mesh: Mesh): void;
  50546. /**
  50547. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50548. * @param mesh The mesh to remove
  50549. */
  50550. removeExcludedMesh(mesh: Mesh): void;
  50551. /**
  50552. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50553. * @param mesh The mesh to include in the glow layer
  50554. */
  50555. addIncludedOnlyMesh(mesh: Mesh): void;
  50556. /**
  50557. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50558. * @param mesh The mesh to remove
  50559. */
  50560. removeIncludedOnlyMesh(mesh: Mesh): void;
  50561. /**
  50562. * Determine if a given mesh will be used in the glow layer
  50563. * @param mesh The mesh to test
  50564. * @returns true if the mesh will be highlighted by the current glow layer
  50565. */
  50566. hasMesh(mesh: AbstractMesh): boolean;
  50567. /**
  50568. * Free any resources and references associated to a mesh.
  50569. * Internal use
  50570. * @param mesh The mesh to free.
  50571. * @hidden
  50572. */
  50573. _disposeMesh(mesh: Mesh): void;
  50574. /**
  50575. * Gets the class name of the effect layer
  50576. * @returns the string with the class name of the effect layer
  50577. */
  50578. getClassName(): string;
  50579. /**
  50580. * Serializes this glow layer
  50581. * @returns a serialized glow layer object
  50582. */
  50583. serialize(): any;
  50584. /**
  50585. * Creates a Glow Layer from parsed glow layer data
  50586. * @param parsedGlowLayer defines glow layer data
  50587. * @param scene defines the current scene
  50588. * @param rootUrl defines the root URL containing the glow layer information
  50589. * @returns a parsed Glow Layer
  50590. */
  50591. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50592. }
  50593. }
  50594. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50595. /** @hidden */
  50596. export var glowBlurPostProcessPixelShader: {
  50597. name: string;
  50598. shader: string;
  50599. };
  50600. }
  50601. declare module "babylonjs/Layers/highlightLayer" {
  50602. import { Observable } from "babylonjs/Misc/observable";
  50603. import { Nullable } from "babylonjs/types";
  50604. import { Camera } from "babylonjs/Cameras/camera";
  50605. import { Scene } from "babylonjs/scene";
  50606. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50607. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50608. import { Mesh } from "babylonjs/Meshes/mesh";
  50609. import { Effect } from "babylonjs/Materials/effect";
  50610. import { Material } from "babylonjs/Materials/material";
  50611. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50612. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50613. import "babylonjs/Shaders/glowMapMerge.fragment";
  50614. import "babylonjs/Shaders/glowMapMerge.vertex";
  50615. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50616. module "babylonjs/abstractScene" {
  50617. interface AbstractScene {
  50618. /**
  50619. * Return a the first highlight layer of the scene with a given name.
  50620. * @param name The name of the highlight layer to look for.
  50621. * @return The highlight layer if found otherwise null.
  50622. */
  50623. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50624. }
  50625. }
  50626. /**
  50627. * Highlight layer options. This helps customizing the behaviour
  50628. * of the highlight layer.
  50629. */
  50630. export interface IHighlightLayerOptions {
  50631. /**
  50632. * Multiplication factor apply to the canvas size to compute the render target size
  50633. * used to generated the glowing objects (the smaller the faster).
  50634. */
  50635. mainTextureRatio: number;
  50636. /**
  50637. * Enforces a fixed size texture to ensure resize independant blur.
  50638. */
  50639. mainTextureFixedSize?: number;
  50640. /**
  50641. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50642. * of the picture to blur (the smaller the faster).
  50643. */
  50644. blurTextureSizeRatio: number;
  50645. /**
  50646. * How big in texel of the blur texture is the vertical blur.
  50647. */
  50648. blurVerticalSize: number;
  50649. /**
  50650. * How big in texel of the blur texture is the horizontal blur.
  50651. */
  50652. blurHorizontalSize: number;
  50653. /**
  50654. * Alpha blending mode used to apply the blur. Default is combine.
  50655. */
  50656. alphaBlendingMode: number;
  50657. /**
  50658. * The camera attached to the layer.
  50659. */
  50660. camera: Nullable<Camera>;
  50661. /**
  50662. * Should we display highlight as a solid stroke?
  50663. */
  50664. isStroke?: boolean;
  50665. /**
  50666. * The rendering group to draw the layer in.
  50667. */
  50668. renderingGroupId: number;
  50669. }
  50670. /**
  50671. * The highlight layer Helps adding a glow effect around a mesh.
  50672. *
  50673. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50674. * glowy meshes to your scene.
  50675. *
  50676. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50677. */
  50678. export class HighlightLayer extends EffectLayer {
  50679. name: string;
  50680. /**
  50681. * Effect Name of the highlight layer.
  50682. */
  50683. static readonly EffectName: string;
  50684. /**
  50685. * The neutral color used during the preparation of the glow effect.
  50686. * This is black by default as the blend operation is a blend operation.
  50687. */
  50688. static NeutralColor: Color4;
  50689. /**
  50690. * Stencil value used for glowing meshes.
  50691. */
  50692. static GlowingMeshStencilReference: number;
  50693. /**
  50694. * Stencil value used for the other meshes in the scene.
  50695. */
  50696. static NormalMeshStencilReference: number;
  50697. /**
  50698. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50699. */
  50700. innerGlow: boolean;
  50701. /**
  50702. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50703. */
  50704. outerGlow: boolean;
  50705. /**
  50706. * Specifies the horizontal size of the blur.
  50707. */
  50708. /**
  50709. * Gets the horizontal size of the blur.
  50710. */
  50711. blurHorizontalSize: number;
  50712. /**
  50713. * Specifies the vertical size of the blur.
  50714. */
  50715. /**
  50716. * Gets the vertical size of the blur.
  50717. */
  50718. blurVerticalSize: number;
  50719. /**
  50720. * An event triggered when the highlight layer is being blurred.
  50721. */
  50722. onBeforeBlurObservable: Observable<HighlightLayer>;
  50723. /**
  50724. * An event triggered when the highlight layer has been blurred.
  50725. */
  50726. onAfterBlurObservable: Observable<HighlightLayer>;
  50727. private _instanceGlowingMeshStencilReference;
  50728. private _options;
  50729. private _downSamplePostprocess;
  50730. private _horizontalBlurPostprocess;
  50731. private _verticalBlurPostprocess;
  50732. private _blurTexture;
  50733. private _meshes;
  50734. private _excludedMeshes;
  50735. /**
  50736. * Instantiates a new highlight Layer and references it to the scene..
  50737. * @param name The name of the layer
  50738. * @param scene The scene to use the layer in
  50739. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50740. */
  50741. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50742. /**
  50743. * Get the effect name of the layer.
  50744. * @return The effect name
  50745. */
  50746. getEffectName(): string;
  50747. /**
  50748. * Create the merge effect. This is the shader use to blit the information back
  50749. * to the main canvas at the end of the scene rendering.
  50750. */
  50751. protected _createMergeEffect(): Effect;
  50752. /**
  50753. * Creates the render target textures and post processes used in the highlight layer.
  50754. */
  50755. protected _createTextureAndPostProcesses(): void;
  50756. /**
  50757. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50758. */
  50759. needStencil(): boolean;
  50760. /**
  50761. * Checks for the readiness of the element composing the layer.
  50762. * @param subMesh the mesh to check for
  50763. * @param useInstances specify wether or not to use instances to render the mesh
  50764. * @param emissiveTexture the associated emissive texture used to generate the glow
  50765. * @return true if ready otherwise, false
  50766. */
  50767. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50768. /**
  50769. * Implementation specific of rendering the generating effect on the main canvas.
  50770. * @param effect The effect used to render through
  50771. */
  50772. protected _internalRender(effect: Effect): void;
  50773. /**
  50774. * Returns true if the layer contains information to display, otherwise false.
  50775. */
  50776. shouldRender(): boolean;
  50777. /**
  50778. * Returns true if the mesh should render, otherwise false.
  50779. * @param mesh The mesh to render
  50780. * @returns true if it should render otherwise false
  50781. */
  50782. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50783. /**
  50784. * Sets the required values for both the emissive texture and and the main color.
  50785. */
  50786. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50787. /**
  50788. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50789. * @param mesh The mesh to exclude from the highlight layer
  50790. */
  50791. addExcludedMesh(mesh: Mesh): void;
  50792. /**
  50793. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50794. * @param mesh The mesh to highlight
  50795. */
  50796. removeExcludedMesh(mesh: Mesh): void;
  50797. /**
  50798. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50799. * @param mesh mesh to test
  50800. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50801. */
  50802. hasMesh(mesh: AbstractMesh): boolean;
  50803. /**
  50804. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50805. * @param mesh The mesh to highlight
  50806. * @param color The color of the highlight
  50807. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50808. */
  50809. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50810. /**
  50811. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50812. * @param mesh The mesh to highlight
  50813. */
  50814. removeMesh(mesh: Mesh): void;
  50815. /**
  50816. * Force the stencil to the normal expected value for none glowing parts
  50817. */
  50818. private _defaultStencilReference;
  50819. /**
  50820. * Free any resources and references associated to a mesh.
  50821. * Internal use
  50822. * @param mesh The mesh to free.
  50823. * @hidden
  50824. */
  50825. _disposeMesh(mesh: Mesh): void;
  50826. /**
  50827. * Dispose the highlight layer and free resources.
  50828. */
  50829. dispose(): void;
  50830. /**
  50831. * Gets the class name of the effect layer
  50832. * @returns the string with the class name of the effect layer
  50833. */
  50834. getClassName(): string;
  50835. /**
  50836. * Serializes this Highlight layer
  50837. * @returns a serialized Highlight layer object
  50838. */
  50839. serialize(): any;
  50840. /**
  50841. * Creates a Highlight layer from parsed Highlight layer data
  50842. * @param parsedHightlightLayer defines the Highlight layer data
  50843. * @param scene defines the current scene
  50844. * @param rootUrl defines the root URL containing the Highlight layer information
  50845. * @returns a parsed Highlight layer
  50846. */
  50847. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50848. }
  50849. }
  50850. declare module "babylonjs/Layers/layerSceneComponent" {
  50851. import { Scene } from "babylonjs/scene";
  50852. import { ISceneComponent } from "babylonjs/sceneComponent";
  50853. import { Layer } from "babylonjs/Layers/layer";
  50854. import { AbstractScene } from "babylonjs/abstractScene";
  50855. module "babylonjs/abstractScene" {
  50856. interface AbstractScene {
  50857. /**
  50858. * The list of layers (background and foreground) of the scene
  50859. */
  50860. layers: Array<Layer>;
  50861. }
  50862. }
  50863. /**
  50864. * Defines the layer scene component responsible to manage any layers
  50865. * in a given scene.
  50866. */
  50867. export class LayerSceneComponent implements ISceneComponent {
  50868. /**
  50869. * The component name helpfull to identify the component in the list of scene components.
  50870. */
  50871. readonly name: string;
  50872. /**
  50873. * The scene the component belongs to.
  50874. */
  50875. scene: Scene;
  50876. private _engine;
  50877. /**
  50878. * Creates a new instance of the component for the given scene
  50879. * @param scene Defines the scene to register the component in
  50880. */
  50881. constructor(scene: Scene);
  50882. /**
  50883. * Registers the component in a given scene
  50884. */
  50885. register(): void;
  50886. /**
  50887. * Rebuilds the elements related to this component in case of
  50888. * context lost for instance.
  50889. */
  50890. rebuild(): void;
  50891. /**
  50892. * Disposes the component and the associated ressources.
  50893. */
  50894. dispose(): void;
  50895. private _draw;
  50896. private _drawCameraPredicate;
  50897. private _drawCameraBackground;
  50898. private _drawCameraForeground;
  50899. private _drawRenderTargetPredicate;
  50900. private _drawRenderTargetBackground;
  50901. private _drawRenderTargetForeground;
  50902. /**
  50903. * Adds all the elements from the container to the scene
  50904. * @param container the container holding the elements
  50905. */
  50906. addFromContainer(container: AbstractScene): void;
  50907. /**
  50908. * Removes all the elements in the container from the scene
  50909. * @param container contains the elements to remove
  50910. * @param dispose if the removed element should be disposed (default: false)
  50911. */
  50912. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50913. }
  50914. }
  50915. declare module "babylonjs/Shaders/layer.fragment" {
  50916. /** @hidden */
  50917. export var layerPixelShader: {
  50918. name: string;
  50919. shader: string;
  50920. };
  50921. }
  50922. declare module "babylonjs/Shaders/layer.vertex" {
  50923. /** @hidden */
  50924. export var layerVertexShader: {
  50925. name: string;
  50926. shader: string;
  50927. };
  50928. }
  50929. declare module "babylonjs/Layers/layer" {
  50930. import { Observable } from "babylonjs/Misc/observable";
  50931. import { Nullable } from "babylonjs/types";
  50932. import { Scene } from "babylonjs/scene";
  50933. import { Vector2 } from "babylonjs/Maths/math.vector";
  50934. import { Color4 } from "babylonjs/Maths/math.color";
  50935. import { Texture } from "babylonjs/Materials/Textures/texture";
  50936. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50937. import "babylonjs/Shaders/layer.fragment";
  50938. import "babylonjs/Shaders/layer.vertex";
  50939. /**
  50940. * This represents a full screen 2d layer.
  50941. * This can be useful to display a picture in the background of your scene for instance.
  50942. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50943. */
  50944. export class Layer {
  50945. /**
  50946. * Define the name of the layer.
  50947. */
  50948. name: string;
  50949. /**
  50950. * Define the texture the layer should display.
  50951. */
  50952. texture: Nullable<Texture>;
  50953. /**
  50954. * Is the layer in background or foreground.
  50955. */
  50956. isBackground: boolean;
  50957. /**
  50958. * Define the color of the layer (instead of texture).
  50959. */
  50960. color: Color4;
  50961. /**
  50962. * Define the scale of the layer in order to zoom in out of the texture.
  50963. */
  50964. scale: Vector2;
  50965. /**
  50966. * Define an offset for the layer in order to shift the texture.
  50967. */
  50968. offset: Vector2;
  50969. /**
  50970. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50971. */
  50972. alphaBlendingMode: number;
  50973. /**
  50974. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50975. * Alpha test will not mix with the background color in case of transparency.
  50976. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50977. */
  50978. alphaTest: boolean;
  50979. /**
  50980. * Define a mask to restrict the layer to only some of the scene cameras.
  50981. */
  50982. layerMask: number;
  50983. /**
  50984. * Define the list of render target the layer is visible into.
  50985. */
  50986. renderTargetTextures: RenderTargetTexture[];
  50987. /**
  50988. * Define if the layer is only used in renderTarget or if it also
  50989. * renders in the main frame buffer of the canvas.
  50990. */
  50991. renderOnlyInRenderTargetTextures: boolean;
  50992. private _scene;
  50993. private _vertexBuffers;
  50994. private _indexBuffer;
  50995. private _effect;
  50996. private _alphaTestEffect;
  50997. /**
  50998. * An event triggered when the layer is disposed.
  50999. */
  51000. onDisposeObservable: Observable<Layer>;
  51001. private _onDisposeObserver;
  51002. /**
  51003. * Back compatibility with callback before the onDisposeObservable existed.
  51004. * The set callback will be triggered when the layer has been disposed.
  51005. */
  51006. onDispose: () => void;
  51007. /**
  51008. * An event triggered before rendering the scene
  51009. */
  51010. onBeforeRenderObservable: Observable<Layer>;
  51011. private _onBeforeRenderObserver;
  51012. /**
  51013. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51014. * The set callback will be triggered just before rendering the layer.
  51015. */
  51016. onBeforeRender: () => void;
  51017. /**
  51018. * An event triggered after rendering the scene
  51019. */
  51020. onAfterRenderObservable: Observable<Layer>;
  51021. private _onAfterRenderObserver;
  51022. /**
  51023. * Back compatibility with callback before the onAfterRenderObservable existed.
  51024. * The set callback will be triggered just after rendering the layer.
  51025. */
  51026. onAfterRender: () => void;
  51027. /**
  51028. * Instantiates a new layer.
  51029. * This represents a full screen 2d layer.
  51030. * This can be useful to display a picture in the background of your scene for instance.
  51031. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51032. * @param name Define the name of the layer in the scene
  51033. * @param imgUrl Define the url of the texture to display in the layer
  51034. * @param scene Define the scene the layer belongs to
  51035. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51036. * @param color Defines a color for the layer
  51037. */
  51038. constructor(
  51039. /**
  51040. * Define the name of the layer.
  51041. */
  51042. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51043. private _createIndexBuffer;
  51044. /** @hidden */
  51045. _rebuild(): void;
  51046. /**
  51047. * Renders the layer in the scene.
  51048. */
  51049. render(): void;
  51050. /**
  51051. * Disposes and releases the associated ressources.
  51052. */
  51053. dispose(): void;
  51054. }
  51055. }
  51056. declare module "babylonjs/Layers/index" {
  51057. export * from "babylonjs/Layers/effectLayer";
  51058. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51059. export * from "babylonjs/Layers/glowLayer";
  51060. export * from "babylonjs/Layers/highlightLayer";
  51061. export * from "babylonjs/Layers/layer";
  51062. export * from "babylonjs/Layers/layerSceneComponent";
  51063. }
  51064. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51065. /** @hidden */
  51066. export var lensFlarePixelShader: {
  51067. name: string;
  51068. shader: string;
  51069. };
  51070. }
  51071. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51072. /** @hidden */
  51073. export var lensFlareVertexShader: {
  51074. name: string;
  51075. shader: string;
  51076. };
  51077. }
  51078. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51079. import { Scene } from "babylonjs/scene";
  51080. import { Vector3 } from "babylonjs/Maths/math.vector";
  51081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51082. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51083. import "babylonjs/Shaders/lensFlare.fragment";
  51084. import "babylonjs/Shaders/lensFlare.vertex";
  51085. import { Viewport } from "babylonjs/Maths/math.viewport";
  51086. /**
  51087. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51088. * It is usually composed of several `lensFlare`.
  51089. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51090. */
  51091. export class LensFlareSystem {
  51092. /**
  51093. * Define the name of the lens flare system
  51094. */
  51095. name: string;
  51096. /**
  51097. * List of lens flares used in this system.
  51098. */
  51099. lensFlares: LensFlare[];
  51100. /**
  51101. * Define a limit from the border the lens flare can be visible.
  51102. */
  51103. borderLimit: number;
  51104. /**
  51105. * Define a viewport border we do not want to see the lens flare in.
  51106. */
  51107. viewportBorder: number;
  51108. /**
  51109. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51110. */
  51111. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51112. /**
  51113. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51114. */
  51115. layerMask: number;
  51116. /**
  51117. * Define the id of the lens flare system in the scene.
  51118. * (equal to name by default)
  51119. */
  51120. id: string;
  51121. private _scene;
  51122. private _emitter;
  51123. private _vertexBuffers;
  51124. private _indexBuffer;
  51125. private _effect;
  51126. private _positionX;
  51127. private _positionY;
  51128. private _isEnabled;
  51129. /** @hidden */
  51130. static _SceneComponentInitialization: (scene: Scene) => void;
  51131. /**
  51132. * Instantiates a lens flare system.
  51133. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51134. * It is usually composed of several `lensFlare`.
  51135. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51136. * @param name Define the name of the lens flare system in the scene
  51137. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51138. * @param scene Define the scene the lens flare system belongs to
  51139. */
  51140. constructor(
  51141. /**
  51142. * Define the name of the lens flare system
  51143. */
  51144. name: string, emitter: any, scene: Scene);
  51145. /**
  51146. * Define if the lens flare system is enabled.
  51147. */
  51148. isEnabled: boolean;
  51149. /**
  51150. * Get the scene the effects belongs to.
  51151. * @returns the scene holding the lens flare system
  51152. */
  51153. getScene(): Scene;
  51154. /**
  51155. * Get the emitter of the lens flare system.
  51156. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51157. * @returns the emitter of the lens flare system
  51158. */
  51159. getEmitter(): any;
  51160. /**
  51161. * Set the emitter of the lens flare system.
  51162. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51163. * @param newEmitter Define the new emitter of the system
  51164. */
  51165. setEmitter(newEmitter: any): void;
  51166. /**
  51167. * Get the lens flare system emitter position.
  51168. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51169. * @returns the position
  51170. */
  51171. getEmitterPosition(): Vector3;
  51172. /**
  51173. * @hidden
  51174. */
  51175. computeEffectivePosition(globalViewport: Viewport): boolean;
  51176. /** @hidden */
  51177. _isVisible(): boolean;
  51178. /**
  51179. * @hidden
  51180. */
  51181. render(): boolean;
  51182. /**
  51183. * Dispose and release the lens flare with its associated resources.
  51184. */
  51185. dispose(): void;
  51186. /**
  51187. * Parse a lens flare system from a JSON repressentation
  51188. * @param parsedLensFlareSystem Define the JSON to parse
  51189. * @param scene Define the scene the parsed system should be instantiated in
  51190. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51191. * @returns the parsed system
  51192. */
  51193. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51194. /**
  51195. * Serialize the current Lens Flare System into a JSON representation.
  51196. * @returns the serialized JSON
  51197. */
  51198. serialize(): any;
  51199. }
  51200. }
  51201. declare module "babylonjs/LensFlares/lensFlare" {
  51202. import { Nullable } from "babylonjs/types";
  51203. import { Color3 } from "babylonjs/Maths/math.color";
  51204. import { Texture } from "babylonjs/Materials/Textures/texture";
  51205. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51206. /**
  51207. * This represents one of the lens effect in a `lensFlareSystem`.
  51208. * It controls one of the indiviual texture used in the effect.
  51209. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51210. */
  51211. export class LensFlare {
  51212. /**
  51213. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51214. */
  51215. size: number;
  51216. /**
  51217. * 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.
  51218. */
  51219. position: number;
  51220. /**
  51221. * Define the lens color.
  51222. */
  51223. color: Color3;
  51224. /**
  51225. * Define the lens texture.
  51226. */
  51227. texture: Nullable<Texture>;
  51228. /**
  51229. * Define the alpha mode to render this particular lens.
  51230. */
  51231. alphaMode: number;
  51232. private _system;
  51233. /**
  51234. * Creates a new Lens Flare.
  51235. * This represents one of the lens effect in a `lensFlareSystem`.
  51236. * It controls one of the indiviual texture used in the effect.
  51237. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51238. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51239. * @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.
  51240. * @param color Define the lens color
  51241. * @param imgUrl Define the lens texture url
  51242. * @param system Define the `lensFlareSystem` this flare is part of
  51243. * @returns The newly created Lens Flare
  51244. */
  51245. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51246. /**
  51247. * Instantiates a new Lens Flare.
  51248. * This represents one of the lens effect in a `lensFlareSystem`.
  51249. * It controls one of the indiviual texture used in the effect.
  51250. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51251. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51252. * @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.
  51253. * @param color Define the lens color
  51254. * @param imgUrl Define the lens texture url
  51255. * @param system Define the `lensFlareSystem` this flare is part of
  51256. */
  51257. constructor(
  51258. /**
  51259. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51260. */
  51261. size: number,
  51262. /**
  51263. * 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.
  51264. */
  51265. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51266. /**
  51267. * Dispose and release the lens flare with its associated resources.
  51268. */
  51269. dispose(): void;
  51270. }
  51271. }
  51272. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51273. import { Nullable } from "babylonjs/types";
  51274. import { Scene } from "babylonjs/scene";
  51275. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51276. import { AbstractScene } from "babylonjs/abstractScene";
  51277. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51278. module "babylonjs/abstractScene" {
  51279. interface AbstractScene {
  51280. /**
  51281. * The list of lens flare system added to the scene
  51282. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51283. */
  51284. lensFlareSystems: Array<LensFlareSystem>;
  51285. /**
  51286. * Removes the given lens flare system from this scene.
  51287. * @param toRemove The lens flare system to remove
  51288. * @returns The index of the removed lens flare system
  51289. */
  51290. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51291. /**
  51292. * Adds the given lens flare system to this scene
  51293. * @param newLensFlareSystem The lens flare system to add
  51294. */
  51295. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51296. /**
  51297. * Gets a lens flare system using its name
  51298. * @param name defines the name to look for
  51299. * @returns the lens flare system or null if not found
  51300. */
  51301. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51302. /**
  51303. * Gets a lens flare system using its id
  51304. * @param id defines the id to look for
  51305. * @returns the lens flare system or null if not found
  51306. */
  51307. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51308. }
  51309. }
  51310. /**
  51311. * Defines the lens flare scene component responsible to manage any lens flares
  51312. * in a given scene.
  51313. */
  51314. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51315. /**
  51316. * The component name helpfull to identify the component in the list of scene components.
  51317. */
  51318. readonly name: string;
  51319. /**
  51320. * The scene the component belongs to.
  51321. */
  51322. scene: Scene;
  51323. /**
  51324. * Creates a new instance of the component for the given scene
  51325. * @param scene Defines the scene to register the component in
  51326. */
  51327. constructor(scene: Scene);
  51328. /**
  51329. * Registers the component in a given scene
  51330. */
  51331. register(): void;
  51332. /**
  51333. * Rebuilds the elements related to this component in case of
  51334. * context lost for instance.
  51335. */
  51336. rebuild(): void;
  51337. /**
  51338. * Adds all the elements from the container to the scene
  51339. * @param container the container holding the elements
  51340. */
  51341. addFromContainer(container: AbstractScene): void;
  51342. /**
  51343. * Removes all the elements in the container from the scene
  51344. * @param container contains the elements to remove
  51345. * @param dispose if the removed element should be disposed (default: false)
  51346. */
  51347. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51348. /**
  51349. * Serializes the component data to the specified json object
  51350. * @param serializationObject The object to serialize to
  51351. */
  51352. serialize(serializationObject: any): void;
  51353. /**
  51354. * Disposes the component and the associated ressources.
  51355. */
  51356. dispose(): void;
  51357. private _draw;
  51358. }
  51359. }
  51360. declare module "babylonjs/LensFlares/index" {
  51361. export * from "babylonjs/LensFlares/lensFlare";
  51362. export * from "babylonjs/LensFlares/lensFlareSystem";
  51363. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51364. }
  51365. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51366. import { Scene } from "babylonjs/scene";
  51367. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51368. import { AbstractScene } from "babylonjs/abstractScene";
  51369. /**
  51370. * Defines the shadow generator component responsible to manage any shadow generators
  51371. * in a given scene.
  51372. */
  51373. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51374. /**
  51375. * The component name helpfull to identify the component in the list of scene components.
  51376. */
  51377. readonly name: string;
  51378. /**
  51379. * The scene the component belongs to.
  51380. */
  51381. scene: Scene;
  51382. /**
  51383. * Creates a new instance of the component for the given scene
  51384. * @param scene Defines the scene to register the component in
  51385. */
  51386. constructor(scene: Scene);
  51387. /**
  51388. * Registers the component in a given scene
  51389. */
  51390. register(): void;
  51391. /**
  51392. * Rebuilds the elements related to this component in case of
  51393. * context lost for instance.
  51394. */
  51395. rebuild(): void;
  51396. /**
  51397. * Serializes the component data to the specified json object
  51398. * @param serializationObject The object to serialize to
  51399. */
  51400. serialize(serializationObject: any): void;
  51401. /**
  51402. * Adds all the elements from the container to the scene
  51403. * @param container the container holding the elements
  51404. */
  51405. addFromContainer(container: AbstractScene): void;
  51406. /**
  51407. * Removes all the elements in the container from the scene
  51408. * @param container contains the elements to remove
  51409. * @param dispose if the removed element should be disposed (default: false)
  51410. */
  51411. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51412. /**
  51413. * Rebuilds the elements related to this component in case of
  51414. * context lost for instance.
  51415. */
  51416. dispose(): void;
  51417. private _gatherRenderTargets;
  51418. }
  51419. }
  51420. declare module "babylonjs/Lights/Shadows/index" {
  51421. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51422. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51423. }
  51424. declare module "babylonjs/Lights/pointLight" {
  51425. import { Scene } from "babylonjs/scene";
  51426. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51428. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51429. import { Effect } from "babylonjs/Materials/effect";
  51430. /**
  51431. * A point light is a light defined by an unique point in world space.
  51432. * The light is emitted in every direction from this point.
  51433. * A good example of a point light is a standard light bulb.
  51434. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51435. */
  51436. export class PointLight extends ShadowLight {
  51437. private _shadowAngle;
  51438. /**
  51439. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51440. * This specifies what angle the shadow will use to be created.
  51441. *
  51442. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51443. */
  51444. /**
  51445. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51446. * This specifies what angle the shadow will use to be created.
  51447. *
  51448. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51449. */
  51450. shadowAngle: number;
  51451. /**
  51452. * Gets the direction if it has been set.
  51453. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51454. */
  51455. /**
  51456. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51457. */
  51458. direction: Vector3;
  51459. /**
  51460. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51461. * A PointLight emits the light in every direction.
  51462. * It can cast shadows.
  51463. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51464. * ```javascript
  51465. * var pointLight = new PointLight("pl", camera.position, scene);
  51466. * ```
  51467. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51468. * @param name The light friendly name
  51469. * @param position The position of the point light in the scene
  51470. * @param scene The scene the lights belongs to
  51471. */
  51472. constructor(name: string, position: Vector3, scene: Scene);
  51473. /**
  51474. * Returns the string "PointLight"
  51475. * @returns the class name
  51476. */
  51477. getClassName(): string;
  51478. /**
  51479. * Returns the integer 0.
  51480. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51481. */
  51482. getTypeID(): number;
  51483. /**
  51484. * Specifies wether or not the shadowmap should be a cube texture.
  51485. * @returns true if the shadowmap needs to be a cube texture.
  51486. */
  51487. needCube(): boolean;
  51488. /**
  51489. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51490. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51491. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51492. */
  51493. getShadowDirection(faceIndex?: number): Vector3;
  51494. /**
  51495. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51496. * - fov = PI / 2
  51497. * - aspect ratio : 1.0
  51498. * - z-near and far equal to the active camera minZ and maxZ.
  51499. * Returns the PointLight.
  51500. */
  51501. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51502. protected _buildUniformLayout(): void;
  51503. /**
  51504. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51505. * @param effect The effect to update
  51506. * @param lightIndex The index of the light in the effect to update
  51507. * @returns The point light
  51508. */
  51509. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51510. /**
  51511. * Prepares the list of defines specific to the light type.
  51512. * @param defines the list of defines
  51513. * @param lightIndex defines the index of the light for the effect
  51514. */
  51515. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51516. }
  51517. }
  51518. declare module "babylonjs/Lights/index" {
  51519. export * from "babylonjs/Lights/light";
  51520. export * from "babylonjs/Lights/shadowLight";
  51521. export * from "babylonjs/Lights/Shadows/index";
  51522. export * from "babylonjs/Lights/directionalLight";
  51523. export * from "babylonjs/Lights/hemisphericLight";
  51524. export * from "babylonjs/Lights/pointLight";
  51525. export * from "babylonjs/Lights/spotLight";
  51526. }
  51527. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51528. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51529. /**
  51530. * Header information of HDR texture files.
  51531. */
  51532. export interface HDRInfo {
  51533. /**
  51534. * The height of the texture in pixels.
  51535. */
  51536. height: number;
  51537. /**
  51538. * The width of the texture in pixels.
  51539. */
  51540. width: number;
  51541. /**
  51542. * The index of the beginning of the data in the binary file.
  51543. */
  51544. dataPosition: number;
  51545. }
  51546. /**
  51547. * This groups tools to convert HDR texture to native colors array.
  51548. */
  51549. export class HDRTools {
  51550. private static Ldexp;
  51551. private static Rgbe2float;
  51552. private static readStringLine;
  51553. /**
  51554. * Reads header information from an RGBE texture stored in a native array.
  51555. * More information on this format are available here:
  51556. * https://en.wikipedia.org/wiki/RGBE_image_format
  51557. *
  51558. * @param uint8array The binary file stored in native array.
  51559. * @return The header information.
  51560. */
  51561. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51562. /**
  51563. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51564. * This RGBE texture needs to store the information as a panorama.
  51565. *
  51566. * More information on this format are available here:
  51567. * https://en.wikipedia.org/wiki/RGBE_image_format
  51568. *
  51569. * @param buffer The binary file stored in an array buffer.
  51570. * @param size The expected size of the extracted cubemap.
  51571. * @return The Cube Map information.
  51572. */
  51573. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51574. /**
  51575. * Returns the pixels data extracted from an RGBE texture.
  51576. * This pixels will be stored left to right up to down in the R G B order in one array.
  51577. *
  51578. * More information on this format are available here:
  51579. * https://en.wikipedia.org/wiki/RGBE_image_format
  51580. *
  51581. * @param uint8array The binary file stored in an array buffer.
  51582. * @param hdrInfo The header information of the file.
  51583. * @return The pixels data in RGB right to left up to down order.
  51584. */
  51585. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51586. private static RGBE_ReadPixels_RLE;
  51587. }
  51588. }
  51589. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51590. import { Nullable } from "babylonjs/types";
  51591. import { Scene } from "babylonjs/scene";
  51592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51594. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51595. /**
  51596. * This represents a texture coming from an HDR input.
  51597. *
  51598. * The only supported format is currently panorama picture stored in RGBE format.
  51599. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51600. */
  51601. export class HDRCubeTexture extends BaseTexture {
  51602. private static _facesMapping;
  51603. private _generateHarmonics;
  51604. private _noMipmap;
  51605. private _textureMatrix;
  51606. private _size;
  51607. private _onLoad;
  51608. private _onError;
  51609. /**
  51610. * The texture URL.
  51611. */
  51612. url: string;
  51613. /**
  51614. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51615. */
  51616. coordinatesMode: number;
  51617. protected _isBlocking: boolean;
  51618. /**
  51619. * Sets wether or not the texture is blocking during loading.
  51620. */
  51621. /**
  51622. * Gets wether or not the texture is blocking during loading.
  51623. */
  51624. isBlocking: boolean;
  51625. protected _rotationY: number;
  51626. /**
  51627. * Sets texture matrix rotation angle around Y axis in radians.
  51628. */
  51629. /**
  51630. * Gets texture matrix rotation angle around Y axis radians.
  51631. */
  51632. rotationY: number;
  51633. /**
  51634. * Gets or sets the center of the bounding box associated with the cube texture
  51635. * It must define where the camera used to render the texture was set
  51636. */
  51637. boundingBoxPosition: Vector3;
  51638. private _boundingBoxSize;
  51639. /**
  51640. * Gets or sets the size of the bounding box associated with the cube texture
  51641. * When defined, the cubemap will switch to local mode
  51642. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51643. * @example https://www.babylonjs-playground.com/#RNASML
  51644. */
  51645. boundingBoxSize: Vector3;
  51646. /**
  51647. * Instantiates an HDRTexture from the following parameters.
  51648. *
  51649. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51650. * @param scene The scene the texture will be used in
  51651. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51652. * @param noMipmap Forces to not generate the mipmap if true
  51653. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51654. * @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)
  51655. * @param reserved Reserved flag for internal use.
  51656. */
  51657. 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>);
  51658. /**
  51659. * Get the current class name of the texture useful for serialization or dynamic coding.
  51660. * @returns "HDRCubeTexture"
  51661. */
  51662. getClassName(): string;
  51663. /**
  51664. * Occurs when the file is raw .hdr file.
  51665. */
  51666. private loadTexture;
  51667. clone(): HDRCubeTexture;
  51668. delayLoad(): void;
  51669. /**
  51670. * Get the texture reflection matrix used to rotate/transform the reflection.
  51671. * @returns the reflection matrix
  51672. */
  51673. getReflectionTextureMatrix(): Matrix;
  51674. /**
  51675. * Set the texture reflection matrix used to rotate/transform the reflection.
  51676. * @param value Define the reflection matrix to set
  51677. */
  51678. setReflectionTextureMatrix(value: Matrix): void;
  51679. /**
  51680. * Parses a JSON representation of an HDR Texture in order to create the texture
  51681. * @param parsedTexture Define the JSON representation
  51682. * @param scene Define the scene the texture should be created in
  51683. * @param rootUrl Define the root url in case we need to load relative dependencies
  51684. * @returns the newly created texture after parsing
  51685. */
  51686. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51687. serialize(): any;
  51688. }
  51689. }
  51690. declare module "babylonjs/Physics/physicsEngine" {
  51691. import { Nullable } from "babylonjs/types";
  51692. import { Vector3 } from "babylonjs/Maths/math.vector";
  51693. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51694. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51695. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51696. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51697. /**
  51698. * Class used to control physics engine
  51699. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51700. */
  51701. export class PhysicsEngine implements IPhysicsEngine {
  51702. private _physicsPlugin;
  51703. /**
  51704. * Global value used to control the smallest number supported by the simulation
  51705. */
  51706. static Epsilon: number;
  51707. private _impostors;
  51708. private _joints;
  51709. /**
  51710. * Gets the gravity vector used by the simulation
  51711. */
  51712. gravity: Vector3;
  51713. /**
  51714. * Factory used to create the default physics plugin.
  51715. * @returns The default physics plugin
  51716. */
  51717. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51718. /**
  51719. * Creates a new Physics Engine
  51720. * @param gravity defines the gravity vector used by the simulation
  51721. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51722. */
  51723. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51724. /**
  51725. * Sets the gravity vector used by the simulation
  51726. * @param gravity defines the gravity vector to use
  51727. */
  51728. setGravity(gravity: Vector3): void;
  51729. /**
  51730. * Set the time step of the physics engine.
  51731. * Default is 1/60.
  51732. * To slow it down, enter 1/600 for example.
  51733. * To speed it up, 1/30
  51734. * @param newTimeStep defines the new timestep to apply to this world.
  51735. */
  51736. setTimeStep(newTimeStep?: number): void;
  51737. /**
  51738. * Get the time step of the physics engine.
  51739. * @returns the current time step
  51740. */
  51741. getTimeStep(): number;
  51742. /**
  51743. * Release all resources
  51744. */
  51745. dispose(): void;
  51746. /**
  51747. * Gets the name of the current physics plugin
  51748. * @returns the name of the plugin
  51749. */
  51750. getPhysicsPluginName(): string;
  51751. /**
  51752. * Adding a new impostor for the impostor tracking.
  51753. * This will be done by the impostor itself.
  51754. * @param impostor the impostor to add
  51755. */
  51756. addImpostor(impostor: PhysicsImpostor): void;
  51757. /**
  51758. * Remove an impostor from the engine.
  51759. * This impostor and its mesh will not longer be updated by the physics engine.
  51760. * @param impostor the impostor to remove
  51761. */
  51762. removeImpostor(impostor: PhysicsImpostor): void;
  51763. /**
  51764. * Add a joint to the physics engine
  51765. * @param mainImpostor defines the main impostor to which the joint is added.
  51766. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51767. * @param joint defines the joint that will connect both impostors.
  51768. */
  51769. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51770. /**
  51771. * Removes a joint from the simulation
  51772. * @param mainImpostor defines the impostor used with the joint
  51773. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51774. * @param joint defines the joint to remove
  51775. */
  51776. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51777. /**
  51778. * Called by the scene. No need to call it.
  51779. * @param delta defines the timespam between frames
  51780. */
  51781. _step(delta: number): void;
  51782. /**
  51783. * Gets the current plugin used to run the simulation
  51784. * @returns current plugin
  51785. */
  51786. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51787. /**
  51788. * Gets the list of physic impostors
  51789. * @returns an array of PhysicsImpostor
  51790. */
  51791. getImpostors(): Array<PhysicsImpostor>;
  51792. /**
  51793. * Gets the impostor for a physics enabled object
  51794. * @param object defines the object impersonated by the impostor
  51795. * @returns the PhysicsImpostor or null if not found
  51796. */
  51797. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51798. /**
  51799. * Gets the impostor for a physics body object
  51800. * @param body defines physics body used by the impostor
  51801. * @returns the PhysicsImpostor or null if not found
  51802. */
  51803. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51804. /**
  51805. * Does a raycast in the physics world
  51806. * @param from when should the ray start?
  51807. * @param to when should the ray end?
  51808. * @returns PhysicsRaycastResult
  51809. */
  51810. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51811. }
  51812. }
  51813. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51814. import { Nullable } from "babylonjs/types";
  51815. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51817. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51818. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51819. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51820. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51821. /** @hidden */
  51822. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51823. private _useDeltaForWorldStep;
  51824. world: any;
  51825. name: string;
  51826. private _physicsMaterials;
  51827. private _fixedTimeStep;
  51828. private _cannonRaycastResult;
  51829. private _raycastResult;
  51830. private _physicsBodysToRemoveAfterStep;
  51831. BJSCANNON: any;
  51832. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51833. setGravity(gravity: Vector3): void;
  51834. setTimeStep(timeStep: number): void;
  51835. getTimeStep(): number;
  51836. executeStep(delta: number): void;
  51837. private _removeMarkedPhysicsBodiesFromWorld;
  51838. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51839. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51840. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51841. private _processChildMeshes;
  51842. removePhysicsBody(impostor: PhysicsImpostor): void;
  51843. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51844. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51845. private _addMaterial;
  51846. private _checkWithEpsilon;
  51847. private _createShape;
  51848. private _createHeightmap;
  51849. private _minus90X;
  51850. private _plus90X;
  51851. private _tmpPosition;
  51852. private _tmpDeltaPosition;
  51853. private _tmpUnityRotation;
  51854. private _updatePhysicsBodyTransformation;
  51855. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51856. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51857. isSupported(): boolean;
  51858. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51859. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51860. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51861. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51862. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51863. getBodyMass(impostor: PhysicsImpostor): number;
  51864. getBodyFriction(impostor: PhysicsImpostor): number;
  51865. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51866. getBodyRestitution(impostor: PhysicsImpostor): number;
  51867. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51868. sleepBody(impostor: PhysicsImpostor): void;
  51869. wakeUpBody(impostor: PhysicsImpostor): void;
  51870. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51871. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51872. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51873. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51874. getRadius(impostor: PhysicsImpostor): number;
  51875. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51876. dispose(): void;
  51877. private _extendNamespace;
  51878. /**
  51879. * Does a raycast in the physics world
  51880. * @param from when should the ray start?
  51881. * @param to when should the ray end?
  51882. * @returns PhysicsRaycastResult
  51883. */
  51884. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51885. }
  51886. }
  51887. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51888. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51889. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51890. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51892. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51893. import { Nullable } from "babylonjs/types";
  51894. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51895. /** @hidden */
  51896. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51897. world: any;
  51898. name: string;
  51899. BJSOIMO: any;
  51900. private _raycastResult;
  51901. constructor(iterations?: number, oimoInjection?: any);
  51902. setGravity(gravity: Vector3): void;
  51903. setTimeStep(timeStep: number): void;
  51904. getTimeStep(): number;
  51905. private _tmpImpostorsArray;
  51906. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51907. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51908. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51909. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51910. private _tmpPositionVector;
  51911. removePhysicsBody(impostor: PhysicsImpostor): void;
  51912. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51913. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51914. isSupported(): boolean;
  51915. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51916. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51917. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51918. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51919. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51920. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51921. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51922. getBodyMass(impostor: PhysicsImpostor): number;
  51923. getBodyFriction(impostor: PhysicsImpostor): number;
  51924. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51925. getBodyRestitution(impostor: PhysicsImpostor): number;
  51926. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51927. sleepBody(impostor: PhysicsImpostor): void;
  51928. wakeUpBody(impostor: PhysicsImpostor): void;
  51929. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51930. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51931. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51932. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51933. getRadius(impostor: PhysicsImpostor): number;
  51934. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51935. dispose(): void;
  51936. /**
  51937. * Does a raycast in the physics world
  51938. * @param from when should the ray start?
  51939. * @param to when should the ray end?
  51940. * @returns PhysicsRaycastResult
  51941. */
  51942. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51943. }
  51944. }
  51945. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51946. import { Nullable } from "babylonjs/types";
  51947. import { Scene } from "babylonjs/scene";
  51948. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51949. import { Color4 } from "babylonjs/Maths/math.color";
  51950. import { Mesh } from "babylonjs/Meshes/mesh";
  51951. /**
  51952. * Class containing static functions to help procedurally build meshes
  51953. */
  51954. export class RibbonBuilder {
  51955. /**
  51956. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51957. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51958. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51959. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51960. * * 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
  51961. * * 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
  51962. * * 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
  51963. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51964. * * 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
  51965. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51966. * * 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
  51967. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51968. * * 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
  51969. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51970. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51971. * @param name defines the name of the mesh
  51972. * @param options defines the options used to create the mesh
  51973. * @param scene defines the hosting scene
  51974. * @returns the ribbon mesh
  51975. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51976. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51977. */
  51978. static CreateRibbon(name: string, options: {
  51979. pathArray: Vector3[][];
  51980. closeArray?: boolean;
  51981. closePath?: boolean;
  51982. offset?: number;
  51983. updatable?: boolean;
  51984. sideOrientation?: number;
  51985. frontUVs?: Vector4;
  51986. backUVs?: Vector4;
  51987. instance?: Mesh;
  51988. invertUV?: boolean;
  51989. uvs?: Vector2[];
  51990. colors?: Color4[];
  51991. }, scene?: Nullable<Scene>): Mesh;
  51992. }
  51993. }
  51994. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51995. import { Nullable } from "babylonjs/types";
  51996. import { Scene } from "babylonjs/scene";
  51997. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  51998. import { Mesh } from "babylonjs/Meshes/mesh";
  51999. /**
  52000. * Class containing static functions to help procedurally build meshes
  52001. */
  52002. export class ShapeBuilder {
  52003. /**
  52004. * 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.
  52005. * * 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.
  52006. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52007. * * 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.
  52008. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52009. * * 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
  52010. * * 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
  52011. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52012. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52013. * * 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
  52014. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52015. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52016. * @param name defines the name of the mesh
  52017. * @param options defines the options used to create the mesh
  52018. * @param scene defines the hosting scene
  52019. * @returns the extruded shape mesh
  52020. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52021. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52022. */
  52023. static ExtrudeShape(name: string, options: {
  52024. shape: Vector3[];
  52025. path: Vector3[];
  52026. scale?: number;
  52027. rotation?: number;
  52028. cap?: number;
  52029. updatable?: boolean;
  52030. sideOrientation?: number;
  52031. frontUVs?: Vector4;
  52032. backUVs?: Vector4;
  52033. instance?: Mesh;
  52034. invertUV?: boolean;
  52035. }, scene?: Nullable<Scene>): Mesh;
  52036. /**
  52037. * Creates an custom extruded shape mesh.
  52038. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52039. * * 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.
  52040. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52041. * * 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
  52042. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52043. * * 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
  52044. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52045. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52046. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52047. * * 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
  52048. * * 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
  52049. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52050. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52051. * * 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
  52052. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52053. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52054. * @param name defines the name of the mesh
  52055. * @param options defines the options used to create the mesh
  52056. * @param scene defines the hosting scene
  52057. * @returns the custom extruded shape mesh
  52058. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52059. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52060. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52061. */
  52062. static ExtrudeShapeCustom(name: string, options: {
  52063. shape: Vector3[];
  52064. path: Vector3[];
  52065. scaleFunction?: any;
  52066. rotationFunction?: any;
  52067. ribbonCloseArray?: boolean;
  52068. ribbonClosePath?: boolean;
  52069. cap?: number;
  52070. updatable?: boolean;
  52071. sideOrientation?: number;
  52072. frontUVs?: Vector4;
  52073. backUVs?: Vector4;
  52074. instance?: Mesh;
  52075. invertUV?: boolean;
  52076. }, scene?: Nullable<Scene>): Mesh;
  52077. private static _ExtrudeShapeGeneric;
  52078. }
  52079. }
  52080. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52081. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52082. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52083. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52084. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52085. import { Nullable } from "babylonjs/types";
  52086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52087. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52088. /**
  52089. * AmmoJS Physics plugin
  52090. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52091. * @see https://github.com/kripken/ammo.js/
  52092. */
  52093. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52094. private _useDeltaForWorldStep;
  52095. /**
  52096. * Reference to the Ammo library
  52097. */
  52098. bjsAMMO: any;
  52099. /**
  52100. * Created ammoJS world which physics bodies are added to
  52101. */
  52102. world: any;
  52103. /**
  52104. * Name of the plugin
  52105. */
  52106. name: string;
  52107. private _timeStep;
  52108. private _fixedTimeStep;
  52109. private _maxSteps;
  52110. private _tmpQuaternion;
  52111. private _tmpAmmoTransform;
  52112. private _tmpAmmoQuaternion;
  52113. private _tmpAmmoConcreteContactResultCallback;
  52114. private _collisionConfiguration;
  52115. private _dispatcher;
  52116. private _overlappingPairCache;
  52117. private _solver;
  52118. private _softBodySolver;
  52119. private _tmpAmmoVectorA;
  52120. private _tmpAmmoVectorB;
  52121. private _tmpAmmoVectorC;
  52122. private _tmpAmmoVectorD;
  52123. private _tmpContactCallbackResult;
  52124. private _tmpAmmoVectorRCA;
  52125. private _tmpAmmoVectorRCB;
  52126. private _raycastResult;
  52127. private static readonly DISABLE_COLLISION_FLAG;
  52128. private static readonly KINEMATIC_FLAG;
  52129. private static readonly DISABLE_DEACTIVATION_FLAG;
  52130. /**
  52131. * Initializes the ammoJS plugin
  52132. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52133. * @param ammoInjection can be used to inject your own ammo reference
  52134. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52135. */
  52136. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52137. /**
  52138. * Sets the gravity of the physics world (m/(s^2))
  52139. * @param gravity Gravity to set
  52140. */
  52141. setGravity(gravity: Vector3): void;
  52142. /**
  52143. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52144. * @param timeStep timestep to use in seconds
  52145. */
  52146. setTimeStep(timeStep: number): void;
  52147. /**
  52148. * 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)
  52149. * @param fixedTimeStep fixedTimeStep to use in seconds
  52150. */
  52151. setFixedTimeStep(fixedTimeStep: number): void;
  52152. /**
  52153. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52154. * @param maxSteps the maximum number of steps by the physics engine per frame
  52155. */
  52156. setMaxSteps(maxSteps: number): void;
  52157. /**
  52158. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52159. * @returns the current timestep in seconds
  52160. */
  52161. getTimeStep(): number;
  52162. private _isImpostorInContact;
  52163. private _isImpostorPairInContact;
  52164. private _stepSimulation;
  52165. /**
  52166. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52167. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52168. * After the step the babylon meshes are set to the position of the physics imposters
  52169. * @param delta amount of time to step forward
  52170. * @param impostors array of imposters to update before/after the step
  52171. */
  52172. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52173. /**
  52174. * Update babylon mesh to match physics world object
  52175. * @param impostor imposter to match
  52176. */
  52177. private _afterSoftStep;
  52178. /**
  52179. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52180. * @param impostor imposter to match
  52181. */
  52182. private _ropeStep;
  52183. /**
  52184. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52185. * @param impostor imposter to match
  52186. */
  52187. private _softbodyOrClothStep;
  52188. private _tmpVector;
  52189. private _tmpMatrix;
  52190. /**
  52191. * Applies an impulse on the imposter
  52192. * @param impostor imposter to apply impulse to
  52193. * @param force amount of force to be applied to the imposter
  52194. * @param contactPoint the location to apply the impulse on the imposter
  52195. */
  52196. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52197. /**
  52198. * Applies a force on the imposter
  52199. * @param impostor imposter to apply force
  52200. * @param force amount of force to be applied to the imposter
  52201. * @param contactPoint the location to apply the force on the imposter
  52202. */
  52203. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52204. /**
  52205. * Creates a physics body using the plugin
  52206. * @param impostor the imposter to create the physics body on
  52207. */
  52208. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52209. /**
  52210. * Removes the physics body from the imposter and disposes of the body's memory
  52211. * @param impostor imposter to remove the physics body from
  52212. */
  52213. removePhysicsBody(impostor: PhysicsImpostor): void;
  52214. /**
  52215. * Generates a joint
  52216. * @param impostorJoint the imposter joint to create the joint with
  52217. */
  52218. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52219. /**
  52220. * Removes a joint
  52221. * @param impostorJoint the imposter joint to remove the joint from
  52222. */
  52223. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52224. private _addMeshVerts;
  52225. /**
  52226. * Initialise the soft body vertices to match its object's (mesh) vertices
  52227. * Softbody vertices (nodes) are in world space and to match this
  52228. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52229. * @param impostor to create the softbody for
  52230. */
  52231. private _softVertexData;
  52232. /**
  52233. * Create an impostor's soft body
  52234. * @param impostor to create the softbody for
  52235. */
  52236. private _createSoftbody;
  52237. /**
  52238. * Create cloth for an impostor
  52239. * @param impostor to create the softbody for
  52240. */
  52241. private _createCloth;
  52242. /**
  52243. * Create rope for an impostor
  52244. * @param impostor to create the softbody for
  52245. */
  52246. private _createRope;
  52247. private _addHullVerts;
  52248. private _createShape;
  52249. /**
  52250. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52251. * @param impostor imposter containing the physics body and babylon object
  52252. */
  52253. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52254. /**
  52255. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52256. * @param impostor imposter containing the physics body and babylon object
  52257. * @param newPosition new position
  52258. * @param newRotation new rotation
  52259. */
  52260. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52261. /**
  52262. * If this plugin is supported
  52263. * @returns true if its supported
  52264. */
  52265. isSupported(): boolean;
  52266. /**
  52267. * Sets the linear velocity of the physics body
  52268. * @param impostor imposter to set the velocity on
  52269. * @param velocity velocity to set
  52270. */
  52271. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52272. /**
  52273. * Sets the angular velocity of the physics body
  52274. * @param impostor imposter to set the velocity on
  52275. * @param velocity velocity to set
  52276. */
  52277. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52278. /**
  52279. * gets the linear velocity
  52280. * @param impostor imposter to get linear velocity from
  52281. * @returns linear velocity
  52282. */
  52283. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52284. /**
  52285. * gets the angular velocity
  52286. * @param impostor imposter to get angular velocity from
  52287. * @returns angular velocity
  52288. */
  52289. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52290. /**
  52291. * Sets the mass of physics body
  52292. * @param impostor imposter to set the mass on
  52293. * @param mass mass to set
  52294. */
  52295. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52296. /**
  52297. * Gets the mass of the physics body
  52298. * @param impostor imposter to get the mass from
  52299. * @returns mass
  52300. */
  52301. getBodyMass(impostor: PhysicsImpostor): number;
  52302. /**
  52303. * Gets friction of the impostor
  52304. * @param impostor impostor to get friction from
  52305. * @returns friction value
  52306. */
  52307. getBodyFriction(impostor: PhysicsImpostor): number;
  52308. /**
  52309. * Sets friction of the impostor
  52310. * @param impostor impostor to set friction on
  52311. * @param friction friction value
  52312. */
  52313. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52314. /**
  52315. * Gets restitution of the impostor
  52316. * @param impostor impostor to get restitution from
  52317. * @returns restitution value
  52318. */
  52319. getBodyRestitution(impostor: PhysicsImpostor): number;
  52320. /**
  52321. * Sets resitution of the impostor
  52322. * @param impostor impostor to set resitution on
  52323. * @param restitution resitution value
  52324. */
  52325. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52326. /**
  52327. * Gets pressure inside the impostor
  52328. * @param impostor impostor to get pressure from
  52329. * @returns pressure value
  52330. */
  52331. getBodyPressure(impostor: PhysicsImpostor): number;
  52332. /**
  52333. * Sets pressure inside a soft body impostor
  52334. * Cloth and rope must remain 0 pressure
  52335. * @param impostor impostor to set pressure on
  52336. * @param pressure pressure value
  52337. */
  52338. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52339. /**
  52340. * Gets stiffness of the impostor
  52341. * @param impostor impostor to get stiffness from
  52342. * @returns pressure value
  52343. */
  52344. getBodyStiffness(impostor: PhysicsImpostor): number;
  52345. /**
  52346. * Sets stiffness of the impostor
  52347. * @param impostor impostor to set stiffness on
  52348. * @param stiffness stiffness value from 0 to 1
  52349. */
  52350. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52351. /**
  52352. * Gets velocityIterations of the impostor
  52353. * @param impostor impostor to get velocity iterations from
  52354. * @returns velocityIterations value
  52355. */
  52356. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52357. /**
  52358. * Sets velocityIterations of the impostor
  52359. * @param impostor impostor to set velocity iterations on
  52360. * @param velocityIterations velocityIterations value
  52361. */
  52362. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52363. /**
  52364. * Gets positionIterations of the impostor
  52365. * @param impostor impostor to get position iterations from
  52366. * @returns positionIterations value
  52367. */
  52368. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52369. /**
  52370. * Sets positionIterations of the impostor
  52371. * @param impostor impostor to set position on
  52372. * @param positionIterations positionIterations value
  52373. */
  52374. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52375. /**
  52376. * Append an anchor to a cloth object
  52377. * @param impostor is the cloth impostor to add anchor to
  52378. * @param otherImpostor is the rigid impostor to anchor to
  52379. * @param width ratio across width from 0 to 1
  52380. * @param height ratio up height from 0 to 1
  52381. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52382. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52383. */
  52384. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52385. /**
  52386. * Append an hook to a rope object
  52387. * @param impostor is the rope impostor to add hook to
  52388. * @param otherImpostor is the rigid impostor to hook to
  52389. * @param length ratio along the rope from 0 to 1
  52390. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52391. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52392. */
  52393. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52394. /**
  52395. * Sleeps the physics body and stops it from being active
  52396. * @param impostor impostor to sleep
  52397. */
  52398. sleepBody(impostor: PhysicsImpostor): void;
  52399. /**
  52400. * Activates the physics body
  52401. * @param impostor impostor to activate
  52402. */
  52403. wakeUpBody(impostor: PhysicsImpostor): void;
  52404. /**
  52405. * Updates the distance parameters of the joint
  52406. * @param joint joint to update
  52407. * @param maxDistance maximum distance of the joint
  52408. * @param minDistance minimum distance of the joint
  52409. */
  52410. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52411. /**
  52412. * Sets a motor on the joint
  52413. * @param joint joint to set motor on
  52414. * @param speed speed of the motor
  52415. * @param maxForce maximum force of the motor
  52416. * @param motorIndex index of the motor
  52417. */
  52418. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52419. /**
  52420. * Sets the motors limit
  52421. * @param joint joint to set limit on
  52422. * @param upperLimit upper limit
  52423. * @param lowerLimit lower limit
  52424. */
  52425. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52426. /**
  52427. * Syncs the position and rotation of a mesh with the impostor
  52428. * @param mesh mesh to sync
  52429. * @param impostor impostor to update the mesh with
  52430. */
  52431. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52432. /**
  52433. * Gets the radius of the impostor
  52434. * @param impostor impostor to get radius from
  52435. * @returns the radius
  52436. */
  52437. getRadius(impostor: PhysicsImpostor): number;
  52438. /**
  52439. * Gets the box size of the impostor
  52440. * @param impostor impostor to get box size from
  52441. * @param result the resulting box size
  52442. */
  52443. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52444. /**
  52445. * Disposes of the impostor
  52446. */
  52447. dispose(): void;
  52448. /**
  52449. * Does a raycast in the physics world
  52450. * @param from when should the ray start?
  52451. * @param to when should the ray end?
  52452. * @returns PhysicsRaycastResult
  52453. */
  52454. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52455. }
  52456. }
  52457. declare module "babylonjs/Probes/reflectionProbe" {
  52458. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52459. import { Vector3 } from "babylonjs/Maths/math.vector";
  52460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52461. import { Nullable } from "babylonjs/types";
  52462. import { Scene } from "babylonjs/scene";
  52463. module "babylonjs/abstractScene" {
  52464. interface AbstractScene {
  52465. /**
  52466. * The list of reflection probes added to the scene
  52467. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52468. */
  52469. reflectionProbes: Array<ReflectionProbe>;
  52470. /**
  52471. * Removes the given reflection probe from this scene.
  52472. * @param toRemove The reflection probe to remove
  52473. * @returns The index of the removed reflection probe
  52474. */
  52475. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52476. /**
  52477. * Adds the given reflection probe to this scene.
  52478. * @param newReflectionProbe The reflection probe to add
  52479. */
  52480. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52481. }
  52482. }
  52483. /**
  52484. * Class used to generate realtime reflection / refraction cube textures
  52485. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52486. */
  52487. export class ReflectionProbe {
  52488. /** defines the name of the probe */
  52489. name: string;
  52490. private _scene;
  52491. private _renderTargetTexture;
  52492. private _projectionMatrix;
  52493. private _viewMatrix;
  52494. private _target;
  52495. private _add;
  52496. private _attachedMesh;
  52497. private _invertYAxis;
  52498. /** Gets or sets probe position (center of the cube map) */
  52499. position: Vector3;
  52500. /**
  52501. * Creates a new reflection probe
  52502. * @param name defines the name of the probe
  52503. * @param size defines the texture resolution (for each face)
  52504. * @param scene defines the hosting scene
  52505. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52506. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52507. */
  52508. constructor(
  52509. /** defines the name of the probe */
  52510. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52511. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52512. samples: number;
  52513. /** Gets or sets the refresh rate to use (on every frame by default) */
  52514. refreshRate: number;
  52515. /**
  52516. * Gets the hosting scene
  52517. * @returns a Scene
  52518. */
  52519. getScene(): Scene;
  52520. /** Gets the internal CubeTexture used to render to */
  52521. readonly cubeTexture: RenderTargetTexture;
  52522. /** Gets the list of meshes to render */
  52523. readonly renderList: Nullable<AbstractMesh[]>;
  52524. /**
  52525. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52526. * @param mesh defines the mesh to attach to
  52527. */
  52528. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52529. /**
  52530. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52531. * @param renderingGroupId The rendering group id corresponding to its index
  52532. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52533. */
  52534. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52535. /**
  52536. * Clean all associated resources
  52537. */
  52538. dispose(): void;
  52539. /**
  52540. * Converts the reflection probe information to a readable string for debug purpose.
  52541. * @param fullDetails Supports for multiple levels of logging within scene loading
  52542. * @returns the human readable reflection probe info
  52543. */
  52544. toString(fullDetails?: boolean): string;
  52545. /**
  52546. * Get the class name of the relfection probe.
  52547. * @returns "ReflectionProbe"
  52548. */
  52549. getClassName(): string;
  52550. /**
  52551. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52552. * @returns The JSON representation of the texture
  52553. */
  52554. serialize(): any;
  52555. /**
  52556. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52557. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52558. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52559. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52560. * @returns The parsed reflection probe if successful
  52561. */
  52562. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52563. }
  52564. }
  52565. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52566. /** @hidden */
  52567. export var _BabylonLoaderRegistered: boolean;
  52568. }
  52569. declare module "babylonjs/Loading/Plugins/index" {
  52570. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52571. }
  52572. declare module "babylonjs/Loading/index" {
  52573. export * from "babylonjs/Loading/loadingScreen";
  52574. export * from "babylonjs/Loading/Plugins/index";
  52575. export * from "babylonjs/Loading/sceneLoader";
  52576. export * from "babylonjs/Loading/sceneLoaderFlags";
  52577. }
  52578. declare module "babylonjs/Materials/Background/index" {
  52579. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52580. }
  52581. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52582. import { Scene } from "babylonjs/scene";
  52583. import { Color3 } from "babylonjs/Maths/math.color";
  52584. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52585. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52586. /**
  52587. * The Physically based simple base material of BJS.
  52588. *
  52589. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52590. * It is used as the base class for both the specGloss and metalRough conventions.
  52591. */
  52592. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52593. /**
  52594. * Number of Simultaneous lights allowed on the material.
  52595. */
  52596. maxSimultaneousLights: number;
  52597. /**
  52598. * If sets to true, disables all the lights affecting the material.
  52599. */
  52600. disableLighting: boolean;
  52601. /**
  52602. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52603. */
  52604. environmentTexture: BaseTexture;
  52605. /**
  52606. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52607. */
  52608. invertNormalMapX: boolean;
  52609. /**
  52610. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52611. */
  52612. invertNormalMapY: boolean;
  52613. /**
  52614. * Normal map used in the model.
  52615. */
  52616. normalTexture: BaseTexture;
  52617. /**
  52618. * Emissivie color used to self-illuminate the model.
  52619. */
  52620. emissiveColor: Color3;
  52621. /**
  52622. * Emissivie texture used to self-illuminate the model.
  52623. */
  52624. emissiveTexture: BaseTexture;
  52625. /**
  52626. * Occlusion Channel Strenght.
  52627. */
  52628. occlusionStrength: number;
  52629. /**
  52630. * Occlusion Texture of the material (adding extra occlusion effects).
  52631. */
  52632. occlusionTexture: BaseTexture;
  52633. /**
  52634. * Defines the alpha limits in alpha test mode.
  52635. */
  52636. alphaCutOff: number;
  52637. /**
  52638. * Gets the current double sided mode.
  52639. */
  52640. /**
  52641. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52642. */
  52643. doubleSided: boolean;
  52644. /**
  52645. * Stores the pre-calculated light information of a mesh in a texture.
  52646. */
  52647. lightmapTexture: BaseTexture;
  52648. /**
  52649. * If true, the light map contains occlusion information instead of lighting info.
  52650. */
  52651. useLightmapAsShadowmap: boolean;
  52652. /**
  52653. * Instantiates a new PBRMaterial instance.
  52654. *
  52655. * @param name The material name
  52656. * @param scene The scene the material will be use in.
  52657. */
  52658. constructor(name: string, scene: Scene);
  52659. getClassName(): string;
  52660. }
  52661. }
  52662. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52663. import { Scene } from "babylonjs/scene";
  52664. import { Color3 } from "babylonjs/Maths/math.color";
  52665. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52666. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52667. /**
  52668. * The PBR material of BJS following the metal roughness convention.
  52669. *
  52670. * This fits to the PBR convention in the GLTF definition:
  52671. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52672. */
  52673. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52674. /**
  52675. * The base color has two different interpretations depending on the value of metalness.
  52676. * When the material is a metal, the base color is the specific measured reflectance value
  52677. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52678. * of the material.
  52679. */
  52680. baseColor: Color3;
  52681. /**
  52682. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52683. * well as opacity information in the alpha channel.
  52684. */
  52685. baseTexture: BaseTexture;
  52686. /**
  52687. * Specifies the metallic scalar value of the material.
  52688. * Can also be used to scale the metalness values of the metallic texture.
  52689. */
  52690. metallic: number;
  52691. /**
  52692. * Specifies the roughness scalar value of the material.
  52693. * Can also be used to scale the roughness values of the metallic texture.
  52694. */
  52695. roughness: number;
  52696. /**
  52697. * Texture containing both the metallic value in the B channel and the
  52698. * roughness value in the G channel to keep better precision.
  52699. */
  52700. metallicRoughnessTexture: BaseTexture;
  52701. /**
  52702. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52703. *
  52704. * @param name The material name
  52705. * @param scene The scene the material will be use in.
  52706. */
  52707. constructor(name: string, scene: Scene);
  52708. /**
  52709. * Return the currrent class name of the material.
  52710. */
  52711. getClassName(): string;
  52712. /**
  52713. * Makes a duplicate of the current material.
  52714. * @param name - name to use for the new material.
  52715. */
  52716. clone(name: string): PBRMetallicRoughnessMaterial;
  52717. /**
  52718. * Serialize the material to a parsable JSON object.
  52719. */
  52720. serialize(): any;
  52721. /**
  52722. * Parses a JSON object correponding to the serialize function.
  52723. */
  52724. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52725. }
  52726. }
  52727. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52728. import { Scene } from "babylonjs/scene";
  52729. import { Color3 } from "babylonjs/Maths/math.color";
  52730. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52731. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52732. /**
  52733. * The PBR material of BJS following the specular glossiness convention.
  52734. *
  52735. * This fits to the PBR convention in the GLTF definition:
  52736. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52737. */
  52738. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52739. /**
  52740. * Specifies the diffuse color of the material.
  52741. */
  52742. diffuseColor: Color3;
  52743. /**
  52744. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52745. * channel.
  52746. */
  52747. diffuseTexture: BaseTexture;
  52748. /**
  52749. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52750. */
  52751. specularColor: Color3;
  52752. /**
  52753. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52754. */
  52755. glossiness: number;
  52756. /**
  52757. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52758. */
  52759. specularGlossinessTexture: BaseTexture;
  52760. /**
  52761. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52762. *
  52763. * @param name The material name
  52764. * @param scene The scene the material will be use in.
  52765. */
  52766. constructor(name: string, scene: Scene);
  52767. /**
  52768. * Return the currrent class name of the material.
  52769. */
  52770. getClassName(): string;
  52771. /**
  52772. * Makes a duplicate of the current material.
  52773. * @param name - name to use for the new material.
  52774. */
  52775. clone(name: string): PBRSpecularGlossinessMaterial;
  52776. /**
  52777. * Serialize the material to a parsable JSON object.
  52778. */
  52779. serialize(): any;
  52780. /**
  52781. * Parses a JSON object correponding to the serialize function.
  52782. */
  52783. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52784. }
  52785. }
  52786. declare module "babylonjs/Materials/PBR/index" {
  52787. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52788. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52789. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52790. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52791. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52792. }
  52793. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52794. import { Nullable } from "babylonjs/types";
  52795. import { Scene } from "babylonjs/scene";
  52796. import { Matrix } from "babylonjs/Maths/math.vector";
  52797. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52798. /**
  52799. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52800. * It can help converting any input color in a desired output one. This can then be used to create effects
  52801. * from sepia, black and white to sixties or futuristic rendering...
  52802. *
  52803. * The only supported format is currently 3dl.
  52804. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52805. */
  52806. export class ColorGradingTexture extends BaseTexture {
  52807. /**
  52808. * The current texture matrix. (will always be identity in color grading texture)
  52809. */
  52810. private _textureMatrix;
  52811. /**
  52812. * The texture URL.
  52813. */
  52814. url: string;
  52815. /**
  52816. * Empty line regex stored for GC.
  52817. */
  52818. private static _noneEmptyLineRegex;
  52819. private _engine;
  52820. /**
  52821. * Instantiates a ColorGradingTexture from the following parameters.
  52822. *
  52823. * @param url The location of the color gradind data (currently only supporting 3dl)
  52824. * @param scene The scene the texture will be used in
  52825. */
  52826. constructor(url: string, scene: Scene);
  52827. /**
  52828. * Returns the texture matrix used in most of the material.
  52829. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52830. */
  52831. getTextureMatrix(): Matrix;
  52832. /**
  52833. * Occurs when the file being loaded is a .3dl LUT file.
  52834. */
  52835. private load3dlTexture;
  52836. /**
  52837. * Starts the loading process of the texture.
  52838. */
  52839. private loadTexture;
  52840. /**
  52841. * Clones the color gradind texture.
  52842. */
  52843. clone(): ColorGradingTexture;
  52844. /**
  52845. * Called during delayed load for textures.
  52846. */
  52847. delayLoad(): void;
  52848. /**
  52849. * Parses a color grading texture serialized by Babylon.
  52850. * @param parsedTexture The texture information being parsedTexture
  52851. * @param scene The scene to load the texture in
  52852. * @param rootUrl The root url of the data assets to load
  52853. * @return A color gradind texture
  52854. */
  52855. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52856. /**
  52857. * Serializes the LUT texture to json format.
  52858. */
  52859. serialize(): any;
  52860. }
  52861. }
  52862. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52863. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52864. import { Scene } from "babylonjs/scene";
  52865. import { Nullable } from "babylonjs/types";
  52866. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52867. /**
  52868. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52869. */
  52870. export class EquiRectangularCubeTexture extends BaseTexture {
  52871. /** The six faces of the cube. */
  52872. private static _FacesMapping;
  52873. private _noMipmap;
  52874. private _onLoad;
  52875. private _onError;
  52876. /** The size of the cubemap. */
  52877. private _size;
  52878. /** The buffer of the image. */
  52879. private _buffer;
  52880. /** The width of the input image. */
  52881. private _width;
  52882. /** The height of the input image. */
  52883. private _height;
  52884. /** The URL to the image. */
  52885. url: string;
  52886. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52887. coordinatesMode: number;
  52888. /**
  52889. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52890. * @param url The location of the image
  52891. * @param scene The scene the texture will be used in
  52892. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52893. * @param noMipmap Forces to not generate the mipmap if true
  52894. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52895. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52896. * @param onLoad — defines a callback called when texture is loaded
  52897. * @param onError — defines a callback called if there is an error
  52898. */
  52899. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52900. /**
  52901. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52902. */
  52903. private loadImage;
  52904. /**
  52905. * Convert the image buffer into a cubemap and create a CubeTexture.
  52906. */
  52907. private loadTexture;
  52908. /**
  52909. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52910. * @param buffer The ArrayBuffer that should be converted.
  52911. * @returns The buffer as Float32Array.
  52912. */
  52913. private getFloat32ArrayFromArrayBuffer;
  52914. /**
  52915. * Get the current class name of the texture useful for serialization or dynamic coding.
  52916. * @returns "EquiRectangularCubeTexture"
  52917. */
  52918. getClassName(): string;
  52919. /**
  52920. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52921. * @returns A clone of the current EquiRectangularCubeTexture.
  52922. */
  52923. clone(): EquiRectangularCubeTexture;
  52924. }
  52925. }
  52926. declare module "babylonjs/Misc/tga" {
  52927. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52928. /**
  52929. * Based on jsTGALoader - Javascript loader for TGA file
  52930. * By Vincent Thibault
  52931. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52932. */
  52933. export class TGATools {
  52934. private static _TYPE_INDEXED;
  52935. private static _TYPE_RGB;
  52936. private static _TYPE_GREY;
  52937. private static _TYPE_RLE_INDEXED;
  52938. private static _TYPE_RLE_RGB;
  52939. private static _TYPE_RLE_GREY;
  52940. private static _ORIGIN_MASK;
  52941. private static _ORIGIN_SHIFT;
  52942. private static _ORIGIN_BL;
  52943. private static _ORIGIN_BR;
  52944. private static _ORIGIN_UL;
  52945. private static _ORIGIN_UR;
  52946. /**
  52947. * Gets the header of a TGA file
  52948. * @param data defines the TGA data
  52949. * @returns the header
  52950. */
  52951. static GetTGAHeader(data: Uint8Array): any;
  52952. /**
  52953. * Uploads TGA content to a Babylon Texture
  52954. * @hidden
  52955. */
  52956. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52957. /** @hidden */
  52958. 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;
  52959. /** @hidden */
  52960. 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;
  52961. /** @hidden */
  52962. 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;
  52963. /** @hidden */
  52964. 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;
  52965. /** @hidden */
  52966. 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;
  52967. /** @hidden */
  52968. 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;
  52969. }
  52970. }
  52971. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52972. import { Nullable } from "babylonjs/types";
  52973. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52974. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52975. /**
  52976. * Implementation of the TGA Texture Loader.
  52977. * @hidden
  52978. */
  52979. export class _TGATextureLoader implements IInternalTextureLoader {
  52980. /**
  52981. * Defines wether the loader supports cascade loading the different faces.
  52982. */
  52983. readonly supportCascades: boolean;
  52984. /**
  52985. * This returns if the loader support the current file information.
  52986. * @param extension defines the file extension of the file being loaded
  52987. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52988. * @param fallback defines the fallback internal texture if any
  52989. * @param isBase64 defines whether the texture is encoded as a base64
  52990. * @param isBuffer defines whether the texture data are stored as a buffer
  52991. * @returns true if the loader can load the specified file
  52992. */
  52993. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52994. /**
  52995. * Transform the url before loading if required.
  52996. * @param rootUrl the url of the texture
  52997. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52998. * @returns the transformed texture
  52999. */
  53000. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53001. /**
  53002. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53003. * @param rootUrl the url of the texture
  53004. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53005. * @returns the fallback texture
  53006. */
  53007. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53008. /**
  53009. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53010. * @param data contains the texture data
  53011. * @param texture defines the BabylonJS internal texture
  53012. * @param createPolynomials will be true if polynomials have been requested
  53013. * @param onLoad defines the callback to trigger once the texture is ready
  53014. * @param onError defines the callback to trigger in case of error
  53015. */
  53016. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53017. /**
  53018. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53019. * @param data contains the texture data
  53020. * @param texture defines the BabylonJS internal texture
  53021. * @param callback defines the method to call once ready to upload
  53022. */
  53023. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53024. }
  53025. }
  53026. declare module "babylonjs/Misc/basis" {
  53027. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53028. /**
  53029. * Info about the .basis files
  53030. */
  53031. class BasisFileInfo {
  53032. /**
  53033. * If the file has alpha
  53034. */
  53035. hasAlpha: boolean;
  53036. /**
  53037. * Info about each image of the basis file
  53038. */
  53039. images: Array<{
  53040. levels: Array<{
  53041. width: number;
  53042. height: number;
  53043. transcodedPixels: ArrayBufferView;
  53044. }>;
  53045. }>;
  53046. }
  53047. /**
  53048. * Result of transcoding a basis file
  53049. */
  53050. class TranscodeResult {
  53051. /**
  53052. * Info about the .basis file
  53053. */
  53054. fileInfo: BasisFileInfo;
  53055. /**
  53056. * Format to use when loading the file
  53057. */
  53058. format: number;
  53059. }
  53060. /**
  53061. * Configuration options for the Basis transcoder
  53062. */
  53063. export class BasisTranscodeConfiguration {
  53064. /**
  53065. * Supported compression formats used to determine the supported output format of the transcoder
  53066. */
  53067. supportedCompressionFormats?: {
  53068. /**
  53069. * etc1 compression format
  53070. */
  53071. etc1?: boolean;
  53072. /**
  53073. * s3tc compression format
  53074. */
  53075. s3tc?: boolean;
  53076. /**
  53077. * pvrtc compression format
  53078. */
  53079. pvrtc?: boolean;
  53080. /**
  53081. * etc2 compression format
  53082. */
  53083. etc2?: boolean;
  53084. };
  53085. /**
  53086. * If mipmap levels should be loaded for transcoded images (Default: true)
  53087. */
  53088. loadMipmapLevels?: boolean;
  53089. /**
  53090. * Index of a single image to load (Default: all images)
  53091. */
  53092. loadSingleImage?: number;
  53093. }
  53094. /**
  53095. * Used to load .Basis files
  53096. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53097. */
  53098. export class BasisTools {
  53099. private static _IgnoreSupportedFormats;
  53100. /**
  53101. * URL to use when loading the basis transcoder
  53102. */
  53103. static JSModuleURL: string;
  53104. /**
  53105. * URL to use when loading the wasm module for the transcoder
  53106. */
  53107. static WasmModuleURL: string;
  53108. /**
  53109. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53110. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53111. * @returns internal format corresponding to the Basis format
  53112. */
  53113. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53114. private static _WorkerPromise;
  53115. private static _Worker;
  53116. private static _actionId;
  53117. private static _CreateWorkerAsync;
  53118. /**
  53119. * Transcodes a loaded image file to compressed pixel data
  53120. * @param imageData image data to transcode
  53121. * @param config configuration options for the transcoding
  53122. * @returns a promise resulting in the transcoded image
  53123. */
  53124. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53125. /**
  53126. * Loads a texture from the transcode result
  53127. * @param texture texture load to
  53128. * @param transcodeResult the result of transcoding the basis file to load from
  53129. */
  53130. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53131. }
  53132. }
  53133. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53134. import { Nullable } from "babylonjs/types";
  53135. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53136. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53137. /**
  53138. * Loader for .basis file format
  53139. */
  53140. export class _BasisTextureLoader implements IInternalTextureLoader {
  53141. /**
  53142. * Defines whether the loader supports cascade loading the different faces.
  53143. */
  53144. readonly supportCascades: boolean;
  53145. /**
  53146. * This returns if the loader support the current file information.
  53147. * @param extension defines the file extension of the file being loaded
  53148. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53149. * @param fallback defines the fallback internal texture if any
  53150. * @param isBase64 defines whether the texture is encoded as a base64
  53151. * @param isBuffer defines whether the texture data are stored as a buffer
  53152. * @returns true if the loader can load the specified file
  53153. */
  53154. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53155. /**
  53156. * Transform the url before loading if required.
  53157. * @param rootUrl the url of the texture
  53158. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53159. * @returns the transformed texture
  53160. */
  53161. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53162. /**
  53163. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53164. * @param rootUrl the url of the texture
  53165. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53166. * @returns the fallback texture
  53167. */
  53168. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53169. /**
  53170. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53171. * @param data contains the texture data
  53172. * @param texture defines the BabylonJS internal texture
  53173. * @param createPolynomials will be true if polynomials have been requested
  53174. * @param onLoad defines the callback to trigger once the texture is ready
  53175. * @param onError defines the callback to trigger in case of error
  53176. */
  53177. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53178. /**
  53179. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53180. * @param data contains the texture data
  53181. * @param texture defines the BabylonJS internal texture
  53182. * @param callback defines the method to call once ready to upload
  53183. */
  53184. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53185. }
  53186. }
  53187. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53188. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53189. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53190. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53191. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53192. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53193. }
  53194. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53195. import { Scene } from "babylonjs/scene";
  53196. import { Texture } from "babylonjs/Materials/Textures/texture";
  53197. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53198. /**
  53199. * 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.
  53200. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53201. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53202. */
  53203. export class CustomProceduralTexture extends ProceduralTexture {
  53204. private _animate;
  53205. private _time;
  53206. private _config;
  53207. private _texturePath;
  53208. /**
  53209. * Instantiates a new Custom Procedural Texture.
  53210. * 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.
  53211. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53212. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53213. * @param name Define the name of the texture
  53214. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53215. * @param size Define the size of the texture to create
  53216. * @param scene Define the scene the texture belongs to
  53217. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53218. * @param generateMipMaps Define if the texture should creates mip maps or not
  53219. */
  53220. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53221. private _loadJson;
  53222. /**
  53223. * Is the texture ready to be used ? (rendered at least once)
  53224. * @returns true if ready, otherwise, false.
  53225. */
  53226. isReady(): boolean;
  53227. /**
  53228. * Render the texture to its associated render target.
  53229. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53230. */
  53231. render(useCameraPostProcess?: boolean): void;
  53232. /**
  53233. * Update the list of dependant textures samplers in the shader.
  53234. */
  53235. updateTextures(): void;
  53236. /**
  53237. * Update the uniform values of the procedural texture in the shader.
  53238. */
  53239. updateShaderUniforms(): void;
  53240. /**
  53241. * Define if the texture animates or not.
  53242. */
  53243. animate: boolean;
  53244. }
  53245. }
  53246. declare module "babylonjs/Shaders/noise.fragment" {
  53247. /** @hidden */
  53248. export var noisePixelShader: {
  53249. name: string;
  53250. shader: string;
  53251. };
  53252. }
  53253. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53254. import { Nullable } from "babylonjs/types";
  53255. import { Scene } from "babylonjs/scene";
  53256. import { Texture } from "babylonjs/Materials/Textures/texture";
  53257. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53258. import "babylonjs/Shaders/noise.fragment";
  53259. /**
  53260. * Class used to generate noise procedural textures
  53261. */
  53262. export class NoiseProceduralTexture extends ProceduralTexture {
  53263. private _time;
  53264. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53265. brightness: number;
  53266. /** Defines the number of octaves to process */
  53267. octaves: number;
  53268. /** Defines the level of persistence (0.8 by default) */
  53269. persistence: number;
  53270. /** Gets or sets animation speed factor (default is 1) */
  53271. animationSpeedFactor: number;
  53272. /**
  53273. * Creates a new NoiseProceduralTexture
  53274. * @param name defines the name fo the texture
  53275. * @param size defines the size of the texture (default is 256)
  53276. * @param scene defines the hosting scene
  53277. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53278. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53279. */
  53280. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53281. private _updateShaderUniforms;
  53282. protected _getDefines(): string;
  53283. /** Generate the current state of the procedural texture */
  53284. render(useCameraPostProcess?: boolean): void;
  53285. /**
  53286. * Serializes this noise procedural texture
  53287. * @returns a serialized noise procedural texture object
  53288. */
  53289. serialize(): any;
  53290. /**
  53291. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53292. * @param parsedTexture defines parsed texture data
  53293. * @param scene defines the current scene
  53294. * @param rootUrl defines the root URL containing noise procedural texture information
  53295. * @returns a parsed NoiseProceduralTexture
  53296. */
  53297. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53298. }
  53299. }
  53300. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53301. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53302. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53303. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53304. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53305. }
  53306. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53307. import { Nullable } from "babylonjs/types";
  53308. import { Scene } from "babylonjs/scene";
  53309. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53310. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53311. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53312. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53313. /**
  53314. * Raw cube texture where the raw buffers are passed in
  53315. */
  53316. export class RawCubeTexture extends CubeTexture {
  53317. /**
  53318. * Creates a cube texture where the raw buffers are passed in.
  53319. * @param scene defines the scene the texture is attached to
  53320. * @param data defines the array of data to use to create each face
  53321. * @param size defines the size of the textures
  53322. * @param format defines the format of the data
  53323. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53324. * @param generateMipMaps defines if the engine should generate the mip levels
  53325. * @param invertY defines if data must be stored with Y axis inverted
  53326. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53327. * @param compression defines the compression used (null by default)
  53328. */
  53329. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53330. /**
  53331. * Updates the raw cube texture.
  53332. * @param data defines the data to store
  53333. * @param format defines the data format
  53334. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53335. * @param invertY defines if data must be stored with Y axis inverted
  53336. * @param compression defines the compression used (null by default)
  53337. * @param level defines which level of the texture to update
  53338. */
  53339. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53340. /**
  53341. * Updates a raw cube texture with RGBD encoded data.
  53342. * @param data defines the array of data [mipmap][face] to use to create each face
  53343. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53344. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53345. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53346. * @returns a promsie that resolves when the operation is complete
  53347. */
  53348. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53349. /**
  53350. * Clones the raw cube texture.
  53351. * @return a new cube texture
  53352. */
  53353. clone(): CubeTexture;
  53354. /** @hidden */
  53355. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53356. }
  53357. }
  53358. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53359. import { Scene } from "babylonjs/scene";
  53360. import { Texture } from "babylonjs/Materials/Textures/texture";
  53361. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53362. /**
  53363. * Class used to store 3D textures containing user data
  53364. */
  53365. export class RawTexture3D extends Texture {
  53366. /** Gets or sets the texture format to use */
  53367. format: number;
  53368. private _engine;
  53369. /**
  53370. * Create a new RawTexture3D
  53371. * @param data defines the data of the texture
  53372. * @param width defines the width of the texture
  53373. * @param height defines the height of the texture
  53374. * @param depth defines the depth of the texture
  53375. * @param format defines the texture format to use
  53376. * @param scene defines the hosting scene
  53377. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53378. * @param invertY defines if texture must be stored with Y axis inverted
  53379. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53380. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53381. */
  53382. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53383. /** Gets or sets the texture format to use */
  53384. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53385. /**
  53386. * Update the texture with new data
  53387. * @param data defines the data to store in the texture
  53388. */
  53389. update(data: ArrayBufferView): void;
  53390. }
  53391. }
  53392. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53393. import { Scene } from "babylonjs/scene";
  53394. import { Plane } from "babylonjs/Maths/math.plane";
  53395. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53396. /**
  53397. * Creates a refraction texture used by refraction channel of the standard material.
  53398. * It is like a mirror but to see through a material.
  53399. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53400. */
  53401. export class RefractionTexture extends RenderTargetTexture {
  53402. /**
  53403. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53404. * 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.
  53405. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53406. */
  53407. refractionPlane: Plane;
  53408. /**
  53409. * Define how deep under the surface we should see.
  53410. */
  53411. depth: number;
  53412. /**
  53413. * Creates a refraction texture used by refraction channel of the standard material.
  53414. * It is like a mirror but to see through a material.
  53415. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53416. * @param name Define the texture name
  53417. * @param size Define the size of the underlying texture
  53418. * @param scene Define the scene the refraction belongs to
  53419. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53420. */
  53421. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53422. /**
  53423. * Clone the refraction texture.
  53424. * @returns the cloned texture
  53425. */
  53426. clone(): RefractionTexture;
  53427. /**
  53428. * Serialize the texture to a JSON representation you could use in Parse later on
  53429. * @returns the serialized JSON representation
  53430. */
  53431. serialize(): any;
  53432. }
  53433. }
  53434. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53435. import { Nullable } from "babylonjs/types";
  53436. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53437. import { Matrix } from "babylonjs/Maths/math.vector";
  53438. import { Engine } from "babylonjs/Engines/engine";
  53439. import { Scene } from "babylonjs/scene";
  53440. /**
  53441. * Defines the options related to the creation of an HtmlElementTexture
  53442. */
  53443. export interface IHtmlElementTextureOptions {
  53444. /**
  53445. * Defines wether mip maps should be created or not.
  53446. */
  53447. generateMipMaps?: boolean;
  53448. /**
  53449. * Defines the sampling mode of the texture.
  53450. */
  53451. samplingMode?: number;
  53452. /**
  53453. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53454. */
  53455. engine: Nullable<Engine>;
  53456. /**
  53457. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53458. */
  53459. scene: Nullable<Scene>;
  53460. }
  53461. /**
  53462. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53463. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53464. * is automatically managed.
  53465. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53466. * in your application.
  53467. *
  53468. * As the update is not automatic, you need to call them manually.
  53469. */
  53470. export class HtmlElementTexture extends BaseTexture {
  53471. /**
  53472. * The texture URL.
  53473. */
  53474. element: HTMLVideoElement | HTMLCanvasElement;
  53475. private static readonly DefaultOptions;
  53476. private _textureMatrix;
  53477. private _engine;
  53478. private _isVideo;
  53479. private _generateMipMaps;
  53480. private _samplingMode;
  53481. /**
  53482. * Instantiates a HtmlElementTexture from the following parameters.
  53483. *
  53484. * @param name Defines the name of the texture
  53485. * @param element Defines the video or canvas the texture is filled with
  53486. * @param options Defines the other none mandatory texture creation options
  53487. */
  53488. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53489. private _createInternalTexture;
  53490. /**
  53491. * Returns the texture matrix used in most of the material.
  53492. */
  53493. getTextureMatrix(): Matrix;
  53494. /**
  53495. * Updates the content of the texture.
  53496. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53497. */
  53498. update(invertY?: Nullable<boolean>): void;
  53499. }
  53500. }
  53501. declare module "babylonjs/Materials/Textures/index" {
  53502. export * from "babylonjs/Materials/Textures/baseTexture";
  53503. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53504. export * from "babylonjs/Materials/Textures/cubeTexture";
  53505. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53506. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53507. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53508. export * from "babylonjs/Materials/Textures/internalTexture";
  53509. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53510. export * from "babylonjs/Materials/Textures/Loaders/index";
  53511. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53512. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53513. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53514. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53515. export * from "babylonjs/Materials/Textures/rawTexture";
  53516. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53517. export * from "babylonjs/Materials/Textures/refractionTexture";
  53518. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53519. export * from "babylonjs/Materials/Textures/texture";
  53520. export * from "babylonjs/Materials/Textures/videoTexture";
  53521. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53522. }
  53523. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53524. /**
  53525. * Enum used to define the target of a block
  53526. */
  53527. export enum NodeMaterialBlockTargets {
  53528. /** Vertex shader */
  53529. Vertex = 1,
  53530. /** Fragment shader */
  53531. Fragment = 2,
  53532. /** Neutral */
  53533. Neutral = 4,
  53534. /** Vertex and Fragment */
  53535. VertexAndFragment = 3
  53536. }
  53537. }
  53538. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53539. /**
  53540. * Defines the kind of connection point for node based material
  53541. */
  53542. export enum NodeMaterialBlockConnectionPointTypes {
  53543. /** Float */
  53544. Float = 1,
  53545. /** Int */
  53546. Int = 2,
  53547. /** Vector2 */
  53548. Vector2 = 4,
  53549. /** Vector3 */
  53550. Vector3 = 8,
  53551. /** Vector4 */
  53552. Vector4 = 16,
  53553. /** Color3 */
  53554. Color3 = 32,
  53555. /** Color4 */
  53556. Color4 = 64,
  53557. /** Matrix */
  53558. Matrix = 128,
  53559. /** Vector3 or Color3 */
  53560. Vector3OrColor3 = 40,
  53561. /** Vector3 or Vector4 */
  53562. Vector3OrVector4 = 24,
  53563. /** Vector4 or Color4 */
  53564. Vector4OrColor4 = 80,
  53565. /** Color3 or Color4 */
  53566. Color3OrColor4 = 96,
  53567. /** Vector2 or Color3 or Color4 */
  53568. Vector2OrColor3OrColor4 = 100,
  53569. /** Vector3 or Color3 or Color4 or Vector4 */
  53570. Vector3OrColor3OrVector4OrColor4 = 120,
  53571. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  53572. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  53573. /** Detect type based on connection */
  53574. AutoDetect = 1024,
  53575. /** Output type that will be defined by input type */
  53576. BasedOnInput = 2048
  53577. }
  53578. }
  53579. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53580. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53581. /**
  53582. * Root class for all node material optimizers
  53583. */
  53584. export class NodeMaterialOptimizer {
  53585. /**
  53586. * Function used to optimize a NodeMaterial graph
  53587. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53588. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53589. */
  53590. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53591. }
  53592. }
  53593. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53594. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53595. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53596. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53597. /**
  53598. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53599. */
  53600. export class TransformBlock extends NodeMaterialBlock {
  53601. /**
  53602. * Defines the value to use to complement W value to transform it to a Vector4
  53603. */
  53604. complementW: number;
  53605. /**
  53606. * Defines the value to use to complement z value to transform it to a Vector4
  53607. */
  53608. complementZ: number;
  53609. /**
  53610. * Creates a new TransformBlock
  53611. * @param name defines the block name
  53612. */
  53613. constructor(name: string);
  53614. /**
  53615. * Gets the current class name
  53616. * @returns the class name
  53617. */
  53618. getClassName(): string;
  53619. /**
  53620. * Gets the vector input
  53621. */
  53622. readonly vector: NodeMaterialConnectionPoint;
  53623. /**
  53624. * Gets the output component
  53625. */
  53626. readonly output: NodeMaterialConnectionPoint;
  53627. /**
  53628. * Gets the matrix transform input
  53629. */
  53630. readonly transform: NodeMaterialConnectionPoint;
  53631. protected _buildBlock(state: NodeMaterialBuildState): this;
  53632. }
  53633. }
  53634. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53635. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53636. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53637. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53638. /**
  53639. * Block used to output the vertex position
  53640. */
  53641. export class VertexOutputBlock extends NodeMaterialBlock {
  53642. /**
  53643. * Creates a new VertexOutputBlock
  53644. * @param name defines the block name
  53645. */
  53646. constructor(name: string);
  53647. /**
  53648. * Gets the current class name
  53649. * @returns the class name
  53650. */
  53651. getClassName(): string;
  53652. /**
  53653. * Gets the vector input component
  53654. */
  53655. readonly vector: NodeMaterialConnectionPoint;
  53656. protected _buildBlock(state: NodeMaterialBuildState): this;
  53657. }
  53658. }
  53659. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53660. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53661. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53662. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53663. /**
  53664. * Block used to output the final color
  53665. */
  53666. export class FragmentOutputBlock extends NodeMaterialBlock {
  53667. /**
  53668. * Create a new FragmentOutputBlock
  53669. * @param name defines the block name
  53670. */
  53671. constructor(name: string);
  53672. /**
  53673. * Gets the current class name
  53674. * @returns the class name
  53675. */
  53676. getClassName(): string;
  53677. /**
  53678. * Gets the rgba input component
  53679. */
  53680. readonly rgba: NodeMaterialConnectionPoint;
  53681. /**
  53682. * Gets the rgb input component
  53683. */
  53684. readonly rgb: NodeMaterialConnectionPoint;
  53685. /**
  53686. * Gets the a input component
  53687. */
  53688. readonly a: NodeMaterialConnectionPoint;
  53689. protected _buildBlock(state: NodeMaterialBuildState): this;
  53690. }
  53691. }
  53692. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53693. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53694. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53695. import { Scene } from "babylonjs/scene";
  53696. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53697. import { Matrix } from "babylonjs/Maths/math.vector";
  53698. import { Mesh } from "babylonjs/Meshes/mesh";
  53699. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53700. import { Observable } from "babylonjs/Misc/observable";
  53701. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53702. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53703. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53704. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53705. import { Nullable } from "babylonjs/types";
  53706. /**
  53707. * Interface used to configure the node material editor
  53708. */
  53709. export interface INodeMaterialEditorOptions {
  53710. /** Define the URl to load node editor script */
  53711. editorURL?: string;
  53712. }
  53713. /** @hidden */
  53714. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53715. /** BONES */
  53716. NUM_BONE_INFLUENCERS: number;
  53717. BonesPerMesh: number;
  53718. BONETEXTURE: boolean;
  53719. /** MORPH TARGETS */
  53720. MORPHTARGETS: boolean;
  53721. MORPHTARGETS_NORMAL: boolean;
  53722. MORPHTARGETS_TANGENT: boolean;
  53723. MORPHTARGETS_UV: boolean;
  53724. NUM_MORPH_INFLUENCERS: number;
  53725. /** IMAGE PROCESSING */
  53726. IMAGEPROCESSING: boolean;
  53727. VIGNETTE: boolean;
  53728. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53729. VIGNETTEBLENDMODEOPAQUE: boolean;
  53730. TONEMAPPING: boolean;
  53731. TONEMAPPING_ACES: boolean;
  53732. CONTRAST: boolean;
  53733. EXPOSURE: boolean;
  53734. COLORCURVES: boolean;
  53735. COLORGRADING: boolean;
  53736. COLORGRADING3D: boolean;
  53737. SAMPLER3DGREENDEPTH: boolean;
  53738. SAMPLER3DBGRMAP: boolean;
  53739. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53740. constructor();
  53741. setValue(name: string, value: boolean): void;
  53742. }
  53743. /**
  53744. * Class used to configure NodeMaterial
  53745. */
  53746. export interface INodeMaterialOptions {
  53747. /**
  53748. * Defines if blocks should emit comments
  53749. */
  53750. emitComments: boolean;
  53751. }
  53752. /**
  53753. * Class used to create a node based material built by assembling shader blocks
  53754. */
  53755. export class NodeMaterial extends PushMaterial {
  53756. private _options;
  53757. private _vertexCompilationState;
  53758. private _fragmentCompilationState;
  53759. private _sharedData;
  53760. private _buildId;
  53761. private _buildWasSuccessful;
  53762. private _cachedWorldViewMatrix;
  53763. private _cachedWorldViewProjectionMatrix;
  53764. private _optimizers;
  53765. /** Define the URl to load node editor script */
  53766. static EditorURL: string;
  53767. private BJSNODEMATERIALEDITOR;
  53768. /** Get the inspector from bundle or global */
  53769. private _getGlobalNodeMaterialEditor;
  53770. /**
  53771. * 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)
  53772. */
  53773. ignoreAlpha: boolean;
  53774. /**
  53775. * Defines the maximum number of lights that can be used in the material
  53776. */
  53777. maxSimultaneousLights: number;
  53778. /**
  53779. * Observable raised when the material is built
  53780. */
  53781. onBuildObservable: Observable<NodeMaterial>;
  53782. /**
  53783. * Gets or sets the root nodes of the material vertex shader
  53784. */
  53785. _vertexOutputNodes: NodeMaterialBlock[];
  53786. /**
  53787. * Gets or sets the root nodes of the material fragment (pixel) shader
  53788. */
  53789. _fragmentOutputNodes: NodeMaterialBlock[];
  53790. /** Gets or sets options to control the node material overall behavior */
  53791. options: INodeMaterialOptions;
  53792. /**
  53793. * Default configuration related to image processing available in the standard Material.
  53794. */
  53795. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53796. /**
  53797. * Gets the image processing configuration used either in this material.
  53798. */
  53799. /**
  53800. * Sets the Default image processing configuration used either in the this material.
  53801. *
  53802. * If sets to null, the scene one is in use.
  53803. */
  53804. imageProcessingConfiguration: ImageProcessingConfiguration;
  53805. /**
  53806. * Create a new node based material
  53807. * @param name defines the material name
  53808. * @param scene defines the hosting scene
  53809. * @param options defines creation option
  53810. */
  53811. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53812. /**
  53813. * Gets the current class name of the material e.g. "NodeMaterial"
  53814. * @returns the class name
  53815. */
  53816. getClassName(): string;
  53817. /**
  53818. * Keep track of the image processing observer to allow dispose and replace.
  53819. */
  53820. private _imageProcessingObserver;
  53821. /**
  53822. * Attaches a new image processing configuration to the Standard Material.
  53823. * @param configuration
  53824. */
  53825. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53826. /**
  53827. * Adds a new optimizer to the list of optimizers
  53828. * @param optimizer defines the optimizers to add
  53829. * @returns the current material
  53830. */
  53831. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53832. /**
  53833. * Remove an optimizer from the list of optimizers
  53834. * @param optimizer defines the optimizers to remove
  53835. * @returns the current material
  53836. */
  53837. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53838. /**
  53839. * Add a new block to the list of output nodes
  53840. * @param node defines the node to add
  53841. * @returns the current material
  53842. */
  53843. addOutputNode(node: NodeMaterialBlock): this;
  53844. /**
  53845. * Remove a block from the list of root nodes
  53846. * @param node defines the node to remove
  53847. * @returns the current material
  53848. */
  53849. removeOutputNode(node: NodeMaterialBlock): this;
  53850. private _addVertexOutputNode;
  53851. private _removeVertexOutputNode;
  53852. private _addFragmentOutputNode;
  53853. private _removeFragmentOutputNode;
  53854. /**
  53855. * Specifies if the material will require alpha blending
  53856. * @returns a boolean specifying if alpha blending is needed
  53857. */
  53858. needAlphaBlending(): boolean;
  53859. /**
  53860. * Specifies if this material should be rendered in alpha test mode
  53861. * @returns a boolean specifying if an alpha test is needed.
  53862. */
  53863. needAlphaTesting(): boolean;
  53864. private _initializeBlock;
  53865. private _resetDualBlocks;
  53866. /**
  53867. * Build the material and generates the inner effect
  53868. * @param verbose defines if the build should log activity
  53869. */
  53870. build(verbose?: boolean): void;
  53871. /**
  53872. * Runs an otpimization phase to try to improve the shader code
  53873. */
  53874. optimize(): void;
  53875. private _prepareDefinesForAttributes;
  53876. /**
  53877. * Get if the submesh is ready to be used and all its information available.
  53878. * Child classes can use it to update shaders
  53879. * @param mesh defines the mesh to check
  53880. * @param subMesh defines which submesh to check
  53881. * @param useInstances specifies that instances should be used
  53882. * @returns a boolean indicating that the submesh is ready or not
  53883. */
  53884. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53885. /**
  53886. * Get a string representing the shaders built by the current node graph
  53887. */
  53888. readonly compiledShaders: string;
  53889. /**
  53890. * Binds the world matrix to the material
  53891. * @param world defines the world transformation matrix
  53892. */
  53893. bindOnlyWorldMatrix(world: Matrix): void;
  53894. /**
  53895. * Binds the submesh to this material by preparing the effect and shader to draw
  53896. * @param world defines the world transformation matrix
  53897. * @param mesh defines the mesh containing the submesh
  53898. * @param subMesh defines the submesh to bind the material to
  53899. */
  53900. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53901. /**
  53902. * Gets the active textures from the material
  53903. * @returns an array of textures
  53904. */
  53905. getActiveTextures(): BaseTexture[];
  53906. /**
  53907. * Specifies if the material uses a texture
  53908. * @param texture defines the texture to check against the material
  53909. * @returns a boolean specifying if the material uses the texture
  53910. */
  53911. hasTexture(texture: BaseTexture): boolean;
  53912. /**
  53913. * Disposes the material
  53914. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53915. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53916. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53917. */
  53918. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53919. /** Creates the node editor window. */
  53920. private _createNodeEditor;
  53921. /**
  53922. * Launch the node material editor
  53923. * @param config Define the configuration of the editor
  53924. * @return a promise fulfilled when the node editor is visible
  53925. */
  53926. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53927. /**
  53928. * Clear the current material
  53929. */
  53930. clear(): void;
  53931. /**
  53932. * Clear the current material and set it to a default state
  53933. */
  53934. setToDefault(): void;
  53935. private _gatherBlocks;
  53936. /**
  53937. * Serializes this material in a JSON representation
  53938. * @returns the serialized material object
  53939. */
  53940. serialize(): any;
  53941. /**
  53942. * Clear the current graph and load a new one from a serialization object
  53943. * @param source defines the JSON representation of the material
  53944. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53945. */
  53946. loadFromSerialization(source: any, rootUrl?: string): void;
  53947. /**
  53948. * Creates a node material from parsed material data
  53949. * @param source defines the JSON representation of the material
  53950. * @param scene defines the hosting scene
  53951. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53952. * @returns a new node material
  53953. */
  53954. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53955. }
  53956. }
  53957. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53959. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53960. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53961. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53963. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53964. import { Effect } from "babylonjs/Materials/effect";
  53965. import { Mesh } from "babylonjs/Meshes/mesh";
  53966. import { Nullable } from "babylonjs/types";
  53967. import { Scene } from "babylonjs/scene";
  53968. /**
  53969. * Block used to read a texture from a sampler
  53970. */
  53971. export class TextureBlock extends NodeMaterialBlock {
  53972. private _defineName;
  53973. private _samplerName;
  53974. private _transformedUVName;
  53975. private _textureTransformName;
  53976. private _textureInfoName;
  53977. private _mainUVName;
  53978. private _mainUVDefineName;
  53979. /**
  53980. * Gets or sets the texture associated with the node
  53981. */
  53982. texture: Nullable<BaseTexture>;
  53983. /**
  53984. * Create a new TextureBlock
  53985. * @param name defines the block name
  53986. */
  53987. constructor(name: string);
  53988. /**
  53989. * Gets the current class name
  53990. * @returns the class name
  53991. */
  53992. getClassName(): string;
  53993. /**
  53994. * Gets the uv input component
  53995. */
  53996. readonly uv: NodeMaterialConnectionPoint;
  53997. /**
  53998. * Gets the output component
  53999. */
  54000. readonly output: NodeMaterialConnectionPoint;
  54001. autoConfigure(): void;
  54002. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54003. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54004. isReady(): boolean;
  54005. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54006. private _injectVertexCode;
  54007. private _writeOutput;
  54008. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54009. serialize(): any;
  54010. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54011. }
  54012. }
  54013. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54014. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54015. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54016. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54017. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54018. /**
  54019. * Class used to store shared data between 2 NodeMaterialBuildState
  54020. */
  54021. export class NodeMaterialBuildStateSharedData {
  54022. /**
  54023. * Gets the list of emitted varyings
  54024. */
  54025. varyings: string[];
  54026. /**
  54027. * Gets the varying declaration string
  54028. */
  54029. varyingDeclaration: string;
  54030. /**
  54031. * Input blocks
  54032. */
  54033. inputBlocks: InputBlock[];
  54034. /**
  54035. * Input blocks
  54036. */
  54037. textureBlocks: TextureBlock[];
  54038. /**
  54039. * Bindable blocks (Blocks that need to set data to the effect)
  54040. */
  54041. bindableBlocks: NodeMaterialBlock[];
  54042. /**
  54043. * List of blocks that can provide a compilation fallback
  54044. */
  54045. blocksWithFallbacks: NodeMaterialBlock[];
  54046. /**
  54047. * List of blocks that can provide a define update
  54048. */
  54049. blocksWithDefines: NodeMaterialBlock[];
  54050. /**
  54051. * List of blocks that can provide a repeatable content
  54052. */
  54053. repeatableContentBlocks: NodeMaterialBlock[];
  54054. /**
  54055. * List of blocks that can provide a dynamic list of uniforms
  54056. */
  54057. dynamicUniformBlocks: NodeMaterialBlock[];
  54058. /**
  54059. * List of blocks that can block the isReady function for the material
  54060. */
  54061. blockingBlocks: NodeMaterialBlock[];
  54062. /**
  54063. * Build Id used to avoid multiple recompilations
  54064. */
  54065. buildId: number;
  54066. /** List of emitted variables */
  54067. variableNames: {
  54068. [key: string]: number;
  54069. };
  54070. /** List of emitted defines */
  54071. defineNames: {
  54072. [key: string]: number;
  54073. };
  54074. /** Should emit comments? */
  54075. emitComments: boolean;
  54076. /** Emit build activity */
  54077. verbose: boolean;
  54078. /**
  54079. * Gets the compilation hints emitted at compilation time
  54080. */
  54081. hints: {
  54082. needWorldViewMatrix: boolean;
  54083. needWorldViewProjectionMatrix: boolean;
  54084. needAlphaBlending: boolean;
  54085. needAlphaTesting: boolean;
  54086. };
  54087. /**
  54088. * List of compilation checks
  54089. */
  54090. checks: {
  54091. emitVertex: boolean;
  54092. emitFragment: boolean;
  54093. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54094. };
  54095. /** Creates a new shared data */
  54096. constructor();
  54097. /**
  54098. * Emits console errors and exceptions if there is a failing check
  54099. */
  54100. emitErrors(): void;
  54101. }
  54102. }
  54103. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54104. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54105. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54106. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54107. /**
  54108. * Class used to store node based material build state
  54109. */
  54110. export class NodeMaterialBuildState {
  54111. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54112. supportUniformBuffers: boolean;
  54113. /**
  54114. * Gets the list of emitted attributes
  54115. */
  54116. attributes: string[];
  54117. /**
  54118. * Gets the list of emitted uniforms
  54119. */
  54120. uniforms: string[];
  54121. /**
  54122. * Gets the list of emitted uniform buffers
  54123. */
  54124. uniformBuffers: string[];
  54125. /**
  54126. * Gets the list of emitted samplers
  54127. */
  54128. samplers: string[];
  54129. /**
  54130. * Gets the list of emitted functions
  54131. */
  54132. functions: {
  54133. [key: string]: string;
  54134. };
  54135. /**
  54136. * Gets the target of the compilation state
  54137. */
  54138. target: NodeMaterialBlockTargets;
  54139. /**
  54140. * Gets the list of emitted counters
  54141. */
  54142. counters: {
  54143. [key: string]: number;
  54144. };
  54145. /**
  54146. * Shared data between multiple NodeMaterialBuildState instances
  54147. */
  54148. sharedData: NodeMaterialBuildStateSharedData;
  54149. /** @hidden */
  54150. _vertexState: NodeMaterialBuildState;
  54151. /** @hidden */
  54152. _attributeDeclaration: string;
  54153. /** @hidden */
  54154. _uniformDeclaration: string;
  54155. /** @hidden */
  54156. _samplerDeclaration: string;
  54157. /** @hidden */
  54158. _varyingTransfer: string;
  54159. private _repeatableContentAnchorIndex;
  54160. /** @hidden */
  54161. _builtCompilationString: string;
  54162. /**
  54163. * Gets the emitted compilation strings
  54164. */
  54165. compilationString: string;
  54166. /**
  54167. * Finalize the compilation strings
  54168. * @param state defines the current compilation state
  54169. */
  54170. finalize(state: NodeMaterialBuildState): void;
  54171. /** @hidden */
  54172. readonly _repeatableContentAnchor: string;
  54173. /** @hidden */
  54174. _getFreeVariableName(prefix: string): string;
  54175. /** @hidden */
  54176. _getFreeDefineName(prefix: string): string;
  54177. /** @hidden */
  54178. _excludeVariableName(name: string): void;
  54179. /** @hidden */
  54180. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54181. /** @hidden */
  54182. _emitFunction(name: string, code: string, comments: string): void;
  54183. /** @hidden */
  54184. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54185. replaceStrings?: {
  54186. search: RegExp;
  54187. replace: string;
  54188. }[];
  54189. repeatKey?: string;
  54190. }): string;
  54191. /** @hidden */
  54192. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54193. repeatKey?: string;
  54194. removeAttributes?: boolean;
  54195. removeUniforms?: boolean;
  54196. removeVaryings?: boolean;
  54197. removeIfDef?: boolean;
  54198. replaceStrings?: {
  54199. search: RegExp;
  54200. replace: string;
  54201. }[];
  54202. }, storeKey?: string): void;
  54203. /** @hidden */
  54204. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54205. /** @hidden */
  54206. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54207. }
  54208. }
  54209. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54210. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54211. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54212. import { Nullable } from "babylonjs/types";
  54213. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54214. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54215. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54216. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54217. import { Mesh } from "babylonjs/Meshes/mesh";
  54218. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54219. import { Scene } from "babylonjs/scene";
  54220. /**
  54221. * Defines a block that can be used inside a node based material
  54222. */
  54223. export class NodeMaterialBlock {
  54224. private _buildId;
  54225. private _buildTarget;
  54226. private _target;
  54227. private _isFinalMerger;
  54228. private _isInput;
  54229. /** @hidden */
  54230. _inputs: NodeMaterialConnectionPoint[];
  54231. /** @hidden */
  54232. _outputs: NodeMaterialConnectionPoint[];
  54233. /**
  54234. * Gets or sets the name of the block
  54235. */
  54236. name: string;
  54237. /**
  54238. * Gets or sets the unique id of the node
  54239. */
  54240. uniqueId: number;
  54241. /**
  54242. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54243. */
  54244. readonly isFinalMerger: boolean;
  54245. /**
  54246. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54247. */
  54248. readonly isInput: boolean;
  54249. /**
  54250. * Gets or sets the build Id
  54251. */
  54252. buildId: number;
  54253. /**
  54254. * Gets or sets the target of the block
  54255. */
  54256. target: NodeMaterialBlockTargets;
  54257. /**
  54258. * Gets the list of input points
  54259. */
  54260. readonly inputs: NodeMaterialConnectionPoint[];
  54261. /** Gets the list of output points */
  54262. readonly outputs: NodeMaterialConnectionPoint[];
  54263. /**
  54264. * Find an input by its name
  54265. * @param name defines the name of the input to look for
  54266. * @returns the input or null if not found
  54267. */
  54268. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54269. /**
  54270. * Find an output by its name
  54271. * @param name defines the name of the outputto look for
  54272. * @returns the output or null if not found
  54273. */
  54274. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54275. /**
  54276. * Creates a new NodeMaterialBlock
  54277. * @param name defines the block name
  54278. * @param target defines the target of that block (Vertex by default)
  54279. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54280. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54281. */
  54282. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54283. /**
  54284. * Initialize the block and prepare the context for build
  54285. * @param state defines the state that will be used for the build
  54286. */
  54287. initialize(state: NodeMaterialBuildState): void;
  54288. /**
  54289. * Bind data to effect. Will only be called for blocks with isBindable === true
  54290. * @param effect defines the effect to bind data to
  54291. * @param nodeMaterial defines the hosting NodeMaterial
  54292. * @param mesh defines the mesh that will be rendered
  54293. */
  54294. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54295. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54296. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54297. protected _writeFloat(value: number): string;
  54298. /**
  54299. * Gets the current class name e.g. "NodeMaterialBlock"
  54300. * @returns the class name
  54301. */
  54302. getClassName(): string;
  54303. /**
  54304. * Register a new input. Must be called inside a block constructor
  54305. * @param name defines the connection point name
  54306. * @param type defines the connection point type
  54307. * @param isOptional defines a boolean indicating that this input can be omitted
  54308. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54309. * @returns the current block
  54310. */
  54311. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54312. /**
  54313. * Register a new output. Must be called inside a block constructor
  54314. * @param name defines the connection point name
  54315. * @param type defines the connection point type
  54316. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54317. * @returns the current block
  54318. */
  54319. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54320. /**
  54321. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54322. * @param forOutput defines an optional connection point to check compatibility with
  54323. * @returns the first available input or null
  54324. */
  54325. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54326. /**
  54327. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54328. * @param forBlock defines an optional block to check compatibility with
  54329. * @returns the first available input or null
  54330. */
  54331. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54332. /**
  54333. * Connect current block with another block
  54334. * @param other defines the block to connect with
  54335. * @param options define the various options to help pick the right connections
  54336. * @returns the current block
  54337. */
  54338. connectTo(other: NodeMaterialBlock, options?: {
  54339. input?: string;
  54340. output?: string;
  54341. outputSwizzle?: string;
  54342. }): this | undefined;
  54343. protected _buildBlock(state: NodeMaterialBuildState): void;
  54344. /**
  54345. * Add uniforms, samplers and uniform buffers at compilation time
  54346. * @param state defines the state to update
  54347. * @param nodeMaterial defines the node material requesting the update
  54348. * @param defines defines the material defines to update
  54349. */
  54350. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54351. /**
  54352. * Add potential fallbacks if shader compilation fails
  54353. * @param mesh defines the mesh to be rendered
  54354. * @param fallbacks defines the current prioritized list of fallbacks
  54355. */
  54356. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54357. /**
  54358. * Update defines for shader compilation
  54359. * @param mesh defines the mesh to be rendered
  54360. * @param nodeMaterial defines the node material requesting the update
  54361. * @param defines defines the material defines to update
  54362. * @param useInstances specifies that instances should be used
  54363. */
  54364. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54365. /**
  54366. * Initialize defines for shader compilation
  54367. * @param mesh defines the mesh to be rendered
  54368. * @param nodeMaterial defines the node material requesting the update
  54369. * @param defines defines the material defines to be prepared
  54370. * @param useInstances specifies that instances should be used
  54371. */
  54372. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54373. /**
  54374. * Lets the block try to connect some inputs automatically
  54375. */
  54376. autoConfigure(): void;
  54377. /**
  54378. * Function called when a block is declared as repeatable content generator
  54379. * @param vertexShaderState defines the current compilation state for the vertex shader
  54380. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54381. * @param mesh defines the mesh to be rendered
  54382. * @param defines defines the material defines to update
  54383. */
  54384. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54385. /**
  54386. * Checks if the block is ready
  54387. * @param mesh defines the mesh to be rendered
  54388. * @param nodeMaterial defines the node material requesting the update
  54389. * @param defines defines the material defines to update
  54390. * @param useInstances specifies that instances should be used
  54391. * @returns true if the block is ready
  54392. */
  54393. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54394. private _processBuild;
  54395. /**
  54396. * Compile the current node and generate the shader code
  54397. * @param state defines the current compilation state (uniforms, samplers, current string)
  54398. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54399. * @returns true if already built
  54400. */
  54401. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54402. /**
  54403. * Serializes this block in a JSON representation
  54404. * @returns the serialized block object
  54405. */
  54406. serialize(): any;
  54407. /** @hidden */
  54408. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54409. }
  54410. }
  54411. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54412. /**
  54413. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54414. */
  54415. export enum NodeMaterialBlockConnectionPointMode {
  54416. /** Value is an uniform */
  54417. Uniform = 0,
  54418. /** Value is a mesh attribute */
  54419. Attribute = 1,
  54420. /** Value is a varying between vertex and fragment shaders */
  54421. Varying = 2,
  54422. /** Mode is undefined */
  54423. Undefined = 3
  54424. }
  54425. }
  54426. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54427. /**
  54428. * Enum used to define well known values e.g. values automatically provided by the system
  54429. */
  54430. export enum NodeMaterialWellKnownValues {
  54431. /** World */
  54432. World = 1,
  54433. /** View */
  54434. View = 2,
  54435. /** Projection */
  54436. Projection = 3,
  54437. /** ViewProjection */
  54438. ViewProjection = 4,
  54439. /** WorldView */
  54440. WorldView = 5,
  54441. /** WorldViewProjection */
  54442. WorldViewProjection = 6,
  54443. /** CameraPosition */
  54444. CameraPosition = 7,
  54445. /** Fog Color */
  54446. FogColor = 8
  54447. }
  54448. }
  54449. declare module "babylonjs/Maths/math.vertexFormat" {
  54450. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54451. /**
  54452. * Contains position and normal vectors for a vertex
  54453. */
  54454. export class PositionNormalVertex {
  54455. /** the position of the vertex (defaut: 0,0,0) */
  54456. position: Vector3;
  54457. /** the normal of the vertex (defaut: 0,1,0) */
  54458. normal: Vector3;
  54459. /**
  54460. * Creates a PositionNormalVertex
  54461. * @param position the position of the vertex (defaut: 0,0,0)
  54462. * @param normal the normal of the vertex (defaut: 0,1,0)
  54463. */
  54464. constructor(
  54465. /** the position of the vertex (defaut: 0,0,0) */
  54466. position?: Vector3,
  54467. /** the normal of the vertex (defaut: 0,1,0) */
  54468. normal?: Vector3);
  54469. /**
  54470. * Clones the PositionNormalVertex
  54471. * @returns the cloned PositionNormalVertex
  54472. */
  54473. clone(): PositionNormalVertex;
  54474. }
  54475. /**
  54476. * Contains position, normal and uv vectors for a vertex
  54477. */
  54478. export class PositionNormalTextureVertex {
  54479. /** the position of the vertex (defaut: 0,0,0) */
  54480. position: Vector3;
  54481. /** the normal of the vertex (defaut: 0,1,0) */
  54482. normal: Vector3;
  54483. /** the uv of the vertex (default: 0,0) */
  54484. uv: Vector2;
  54485. /**
  54486. * Creates a PositionNormalTextureVertex
  54487. * @param position the position of the vertex (defaut: 0,0,0)
  54488. * @param normal the normal of the vertex (defaut: 0,1,0)
  54489. * @param uv the uv of the vertex (default: 0,0)
  54490. */
  54491. constructor(
  54492. /** the position of the vertex (defaut: 0,0,0) */
  54493. position?: Vector3,
  54494. /** the normal of the vertex (defaut: 0,1,0) */
  54495. normal?: Vector3,
  54496. /** the uv of the vertex (default: 0,0) */
  54497. uv?: Vector2);
  54498. /**
  54499. * Clones the PositionNormalTextureVertex
  54500. * @returns the cloned PositionNormalTextureVertex
  54501. */
  54502. clone(): PositionNormalTextureVertex;
  54503. }
  54504. }
  54505. declare module "babylonjs/Maths/math" {
  54506. export * from "babylonjs/Maths/math.axis";
  54507. export * from "babylonjs/Maths/math.color";
  54508. export * from "babylonjs/Maths/math.constants";
  54509. export * from "babylonjs/Maths/math.frustum";
  54510. export * from "babylonjs/Maths/math.path";
  54511. export * from "babylonjs/Maths/math.plane";
  54512. export * from "babylonjs/Maths/math.size";
  54513. export * from "babylonjs/Maths/math.vector";
  54514. export * from "babylonjs/Maths/math.vertexFormat";
  54515. export * from "babylonjs/Maths/math.viewport";
  54516. }
  54517. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54518. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54519. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54520. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54521. import { Nullable } from "babylonjs/types";
  54522. import { Effect } from "babylonjs/Materials/effect";
  54523. import { Matrix } from "babylonjs/Maths/math.vector";
  54524. import { Scene } from "babylonjs/scene";
  54525. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54526. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54527. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54528. /**
  54529. * Block used to expose an input value
  54530. */
  54531. export class InputBlock extends NodeMaterialBlock {
  54532. private _mode;
  54533. private _associatedVariableName;
  54534. private _storedValue;
  54535. private _valueCallback;
  54536. private _type;
  54537. /** @hidden */
  54538. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54539. /**
  54540. * Gets or sets the connection point type (default is float)
  54541. */
  54542. readonly type: NodeMaterialBlockConnectionPointTypes;
  54543. /**
  54544. * Creates a new InputBlock
  54545. * @param name defines the block name
  54546. * @param target defines the target of that block (Vertex by default)
  54547. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54548. */
  54549. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54550. /**
  54551. * Gets the output component
  54552. */
  54553. readonly output: NodeMaterialConnectionPoint;
  54554. /**
  54555. * Set the source of this connection point to a vertex attribute
  54556. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54557. * @returns the current connection point
  54558. */
  54559. setAsAttribute(attributeName?: string): InputBlock;
  54560. /**
  54561. * Set the source of this connection point to a well known value
  54562. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54563. * @returns the current connection point
  54564. */
  54565. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54566. /**
  54567. * Gets or sets the value of that point.
  54568. * Please note that this value will be ignored if valueCallback is defined
  54569. */
  54570. value: any;
  54571. /**
  54572. * Gets or sets a callback used to get the value of that point.
  54573. * Please note that setting this value will force the connection point to ignore the value property
  54574. */
  54575. valueCallback: () => any;
  54576. /**
  54577. * Gets or sets the associated variable name in the shader
  54578. */
  54579. associatedVariableName: string;
  54580. /**
  54581. * Gets a boolean indicating that this connection point not defined yet
  54582. */
  54583. readonly isUndefined: boolean;
  54584. /**
  54585. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54586. * In this case the connection point name must be the name of the uniform to use.
  54587. * Can only be set on inputs
  54588. */
  54589. isUniform: boolean;
  54590. /**
  54591. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54592. * In this case the connection point name must be the name of the attribute to use
  54593. * Can only be set on inputs
  54594. */
  54595. isAttribute: boolean;
  54596. /**
  54597. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54598. * Can only be set on exit points
  54599. */
  54600. isVarying: boolean;
  54601. /**
  54602. * Gets a boolean indicating that the current connection point is a well known value
  54603. */
  54604. readonly isWellKnownValue: boolean;
  54605. /**
  54606. * Gets or sets the current well known value or null if not defined as well know value
  54607. */
  54608. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54609. /**
  54610. * Gets the current class name
  54611. * @returns the class name
  54612. */
  54613. getClassName(): string;
  54614. private _emitDefine;
  54615. /**
  54616. * Set the input block to its default value (based on its type)
  54617. */
  54618. setDefaultValue(): void;
  54619. private _emit;
  54620. /** @hidden */
  54621. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54622. /** @hidden */
  54623. _transmit(effect: Effect, scene: Scene): void;
  54624. protected _buildBlock(state: NodeMaterialBuildState): void;
  54625. serialize(): any;
  54626. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54627. }
  54628. }
  54629. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54630. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54631. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54632. import { Nullable } from "babylonjs/types";
  54633. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54634. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54635. /**
  54636. * Defines a connection point for a block
  54637. */
  54638. export class NodeMaterialConnectionPoint {
  54639. /** @hidden */
  54640. _ownerBlock: NodeMaterialBlock;
  54641. /** @hidden */
  54642. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54643. private _endpoints;
  54644. private _associatedVariableName;
  54645. /** @hidden */
  54646. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54647. private _type;
  54648. /** @hidden */
  54649. _enforceAssociatedVariableName: boolean;
  54650. /**
  54651. * Gets or sets the associated variable name in the shader
  54652. */
  54653. associatedVariableName: string;
  54654. /**
  54655. * Gets or sets the connection point type (default is float)
  54656. */
  54657. type: NodeMaterialBlockConnectionPointTypes;
  54658. /**
  54659. * Gets or sets the connection point name
  54660. */
  54661. name: string;
  54662. /**
  54663. * Gets or sets the swizzle to apply to this connection point when reading or writing
  54664. */
  54665. swizzle: string;
  54666. /**
  54667. * Gets or sets a boolean indicating that this connection point can be omitted
  54668. */
  54669. isOptional: boolean;
  54670. /**
  54671. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54672. */
  54673. define: string;
  54674. /** Gets or sets the target of that connection point */
  54675. target: NodeMaterialBlockTargets;
  54676. /**
  54677. * Gets a boolean indicating that the current point is connected
  54678. */
  54679. readonly isConnected: boolean;
  54680. /**
  54681. * Gets a boolean indicating that the current point is connected to an input block
  54682. */
  54683. readonly isConnectedToInput: boolean;
  54684. /**
  54685. * Gets a the connected input block (if any)
  54686. */
  54687. readonly connectInputBlock: Nullable<InputBlock>;
  54688. /** Get the other side of the connection (if any) */
  54689. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54690. /** Get the block that owns this connection point */
  54691. readonly ownerBlock: NodeMaterialBlock;
  54692. /** Get the block connected on the other side of this connection (if any) */
  54693. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54694. /** Get the block connected on the endpoints of this connection (if any) */
  54695. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54696. /** Gets the list of connected endpoints */
  54697. readonly endpoints: NodeMaterialConnectionPoint[];
  54698. /**
  54699. * Creates a new connection point
  54700. * @param name defines the connection point name
  54701. * @param ownerBlock defines the block hosting this connection point
  54702. */
  54703. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54704. /**
  54705. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54706. * @returns the class name
  54707. */
  54708. getClassName(): string;
  54709. /**
  54710. * Gets an boolean indicating if the current point can be connected to another point
  54711. * @param connectionPoint defines the other connection point
  54712. * @returns true if the connection is possible
  54713. */
  54714. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54715. /**
  54716. * Connect this point to another connection point
  54717. * @param connectionPoint defines the other connection point
  54718. * @returns the current connection point
  54719. */
  54720. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54721. /**
  54722. * Disconnect this point from one of his endpoint
  54723. * @param endpoint defines the other connection point
  54724. * @returns the current connection point
  54725. */
  54726. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54727. /**
  54728. * Serializes this point in a JSON representation
  54729. * @returns the serialized point object
  54730. */
  54731. serialize(): any;
  54732. private static _GetTypeLength;
  54733. }
  54734. }
  54735. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54736. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54737. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54738. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54739. import { Mesh } from "babylonjs/Meshes/mesh";
  54740. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54741. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54742. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54743. /**
  54744. * Block used to add support for vertex skinning (bones)
  54745. */
  54746. export class BonesBlock extends NodeMaterialBlock {
  54747. /**
  54748. * Creates a new BonesBlock
  54749. * @param name defines the block name
  54750. */
  54751. constructor(name: string);
  54752. /**
  54753. * Initialize the block and prepare the context for build
  54754. * @param state defines the state that will be used for the build
  54755. */
  54756. initialize(state: NodeMaterialBuildState): void;
  54757. /**
  54758. * Gets the current class name
  54759. * @returns the class name
  54760. */
  54761. getClassName(): string;
  54762. /**
  54763. * Gets the matrix indices input component
  54764. */
  54765. readonly matricesIndices: NodeMaterialConnectionPoint;
  54766. /**
  54767. * Gets the matrix weights input component
  54768. */
  54769. readonly matricesWeights: NodeMaterialConnectionPoint;
  54770. /**
  54771. * Gets the extra matrix indices input component
  54772. */
  54773. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54774. /**
  54775. * Gets the extra matrix weights input component
  54776. */
  54777. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54778. /**
  54779. * Gets the world input component
  54780. */
  54781. readonly world: NodeMaterialConnectionPoint;
  54782. /**
  54783. * Gets the output component
  54784. */
  54785. readonly output: NodeMaterialConnectionPoint;
  54786. autoConfigure(): void;
  54787. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54788. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54789. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54790. protected _buildBlock(state: NodeMaterialBuildState): this;
  54791. }
  54792. }
  54793. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54794. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54795. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54796. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54797. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54798. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54799. /**
  54800. * Block used to add support for instances
  54801. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54802. */
  54803. export class InstancesBlock extends NodeMaterialBlock {
  54804. /**
  54805. * Creates a new InstancesBlock
  54806. * @param name defines the block name
  54807. */
  54808. constructor(name: string);
  54809. /**
  54810. * Gets the current class name
  54811. * @returns the class name
  54812. */
  54813. getClassName(): string;
  54814. /**
  54815. * Gets the first world row input component
  54816. */
  54817. readonly world0: NodeMaterialConnectionPoint;
  54818. /**
  54819. * Gets the second world row input component
  54820. */
  54821. readonly world1: NodeMaterialConnectionPoint;
  54822. /**
  54823. * Gets the third world row input component
  54824. */
  54825. readonly world2: NodeMaterialConnectionPoint;
  54826. /**
  54827. * Gets the forth world row input component
  54828. */
  54829. readonly world3: NodeMaterialConnectionPoint;
  54830. /**
  54831. * Gets the world input component
  54832. */
  54833. readonly world: NodeMaterialConnectionPoint;
  54834. /**
  54835. * Gets the output component
  54836. */
  54837. readonly output: NodeMaterialConnectionPoint;
  54838. autoConfigure(): void;
  54839. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54840. protected _buildBlock(state: NodeMaterialBuildState): this;
  54841. }
  54842. }
  54843. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54844. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54845. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54846. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54848. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54849. import { Effect } from "babylonjs/Materials/effect";
  54850. import { Mesh } from "babylonjs/Meshes/mesh";
  54851. /**
  54852. * Block used to add morph targets support to vertex shader
  54853. */
  54854. export class MorphTargetsBlock extends NodeMaterialBlock {
  54855. private _repeatableContentAnchor;
  54856. private _repeatebleContentGenerated;
  54857. /**
  54858. * Create a new MorphTargetsBlock
  54859. * @param name defines the block name
  54860. */
  54861. constructor(name: string);
  54862. /**
  54863. * Gets the current class name
  54864. * @returns the class name
  54865. */
  54866. getClassName(): string;
  54867. /**
  54868. * Gets the position input component
  54869. */
  54870. readonly position: NodeMaterialConnectionPoint;
  54871. /**
  54872. * Gets the normal input component
  54873. */
  54874. readonly normal: NodeMaterialConnectionPoint;
  54875. /**
  54876. * Gets the tangent input component
  54877. */
  54878. readonly tangent: NodeMaterialConnectionPoint;
  54879. /**
  54880. * Gets the tangent input component
  54881. */
  54882. readonly uv: NodeMaterialConnectionPoint;
  54883. /**
  54884. * Gets the position output component
  54885. */
  54886. readonly positionOutput: NodeMaterialConnectionPoint;
  54887. /**
  54888. * Gets the normal output component
  54889. */
  54890. readonly normalOutput: NodeMaterialConnectionPoint;
  54891. /**
  54892. * Gets the tangent output component
  54893. */
  54894. readonly tangentOutput: NodeMaterialConnectionPoint;
  54895. /**
  54896. * Gets the tangent output component
  54897. */
  54898. readonly uvOutput: NodeMaterialConnectionPoint;
  54899. initialize(state: NodeMaterialBuildState): void;
  54900. autoConfigure(): void;
  54901. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54902. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54903. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54904. protected _buildBlock(state: NodeMaterialBuildState): this;
  54905. }
  54906. }
  54907. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54908. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54909. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54910. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54911. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54912. }
  54913. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54914. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54915. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54916. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54917. /**
  54918. * Block used to add an alpha test in the fragment shader
  54919. */
  54920. export class AlphaTestBlock extends NodeMaterialBlock {
  54921. /**
  54922. * Gets or sets the alpha value where alpha testing happens
  54923. */
  54924. alphaCutOff: number;
  54925. /**
  54926. * Create a new AlphaTestBlock
  54927. * @param name defines the block name
  54928. */
  54929. constructor(name: string);
  54930. /**
  54931. * Gets the current class name
  54932. * @returns the class name
  54933. */
  54934. getClassName(): string;
  54935. /**
  54936. * Gets the color input component
  54937. */
  54938. readonly color: NodeMaterialConnectionPoint;
  54939. protected _buildBlock(state: NodeMaterialBuildState): this;
  54940. }
  54941. }
  54942. declare module "babylonjs/Materials/Node/Blocks/Fragment/colorMergerBlock" {
  54943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54946. /**
  54947. * Block used to create a Color3/4 out of individual inputs (one for each component)
  54948. */
  54949. export class ColorMergerBlock extends NodeMaterialBlock {
  54950. /**
  54951. * Create a new ColorMergerBlock
  54952. * @param name defines the block name
  54953. */
  54954. constructor(name: string);
  54955. /**
  54956. * Gets the current class name
  54957. * @returns the class name
  54958. */
  54959. getClassName(): string;
  54960. /**
  54961. * Gets the r component input
  54962. */
  54963. readonly r: NodeMaterialConnectionPoint;
  54964. /**
  54965. * Gets the g component input
  54966. */
  54967. readonly g: NodeMaterialConnectionPoint;
  54968. /**
  54969. * Gets the b component input
  54970. */
  54971. readonly b: NodeMaterialConnectionPoint;
  54972. /**
  54973. * Gets the a component input
  54974. */
  54975. readonly a: NodeMaterialConnectionPoint;
  54976. protected _buildBlock(state: NodeMaterialBuildState): this;
  54977. }
  54978. }
  54979. declare module "babylonjs/Materials/Node/Blocks/Fragment/vectorMergerBlock" {
  54980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54983. /**
  54984. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  54985. */
  54986. export class VectorMergerBlock extends NodeMaterialBlock {
  54987. /**
  54988. * Create a new VectorMergerBlock
  54989. * @param name defines the block name
  54990. */
  54991. constructor(name: string);
  54992. /**
  54993. * Gets the current class name
  54994. * @returns the class name
  54995. */
  54996. getClassName(): string;
  54997. /**
  54998. * Gets the x component input
  54999. */
  55000. readonly x: NodeMaterialConnectionPoint;
  55001. /**
  55002. * Gets the y component input
  55003. */
  55004. readonly y: NodeMaterialConnectionPoint;
  55005. /**
  55006. * Gets the z component input
  55007. */
  55008. readonly z: NodeMaterialConnectionPoint;
  55009. /**
  55010. * Gets the w component input
  55011. */
  55012. readonly w: NodeMaterialConnectionPoint;
  55013. protected _buildBlock(state: NodeMaterialBuildState): this;
  55014. }
  55015. }
  55016. declare module "babylonjs/Materials/Node/Blocks/Fragment/colorSplitterBlock" {
  55017. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55018. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55019. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55020. /**
  55021. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55022. */
  55023. export class ColorSplitterBlock extends NodeMaterialBlock {
  55024. /**
  55025. * Create a new ColorSplitterBlock
  55026. * @param name defines the block name
  55027. */
  55028. constructor(name: string);
  55029. /**
  55030. * Gets the current class name
  55031. * @returns the class name
  55032. */
  55033. getClassName(): string;
  55034. /**
  55035. * Gets the rgba input component
  55036. */
  55037. readonly rgba: NodeMaterialConnectionPoint;
  55038. /**
  55039. * Gets the rgb input component
  55040. */
  55041. readonly rgb: NodeMaterialConnectionPoint;
  55042. protected _buildBlock(state: NodeMaterialBuildState): this;
  55043. }
  55044. }
  55045. declare module "babylonjs/Materials/Node/Blocks/Fragment/vectorSplitterBlock" {
  55046. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55047. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55048. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55049. /**
  55050. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55051. */
  55052. export class VectorSplitterBlock extends NodeMaterialBlock {
  55053. /**
  55054. * Create a new VectorSplitterBlock
  55055. * @param name defines the block name
  55056. */
  55057. constructor(name: string);
  55058. /**
  55059. * Gets the current class name
  55060. * @returns the class name
  55061. */
  55062. getClassName(): string;
  55063. /**
  55064. * Gets the rgba input component
  55065. */
  55066. readonly xyzw: NodeMaterialConnectionPoint;
  55067. /**
  55068. * Gets the rgb input component
  55069. */
  55070. readonly xyz: NodeMaterialConnectionPoint;
  55071. protected _buildBlock(state: NodeMaterialBuildState): this;
  55072. }
  55073. }
  55074. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55075. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55076. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55077. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55078. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55079. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55080. import { Effect } from "babylonjs/Materials/effect";
  55081. import { Mesh } from "babylonjs/Meshes/mesh";
  55082. /**
  55083. * Block used to add image processing support to fragment shader
  55084. */
  55085. export class ImageProcessingBlock extends NodeMaterialBlock {
  55086. /**
  55087. * Create a new ImageProcessingBlock
  55088. * @param name defines the block name
  55089. */
  55090. constructor(name: string);
  55091. /**
  55092. * Gets the current class name
  55093. * @returns the class name
  55094. */
  55095. getClassName(): string;
  55096. /**
  55097. * Gets the color input component
  55098. */
  55099. readonly color: NodeMaterialConnectionPoint;
  55100. /**
  55101. * Gets the output component
  55102. */
  55103. readonly output: NodeMaterialConnectionPoint;
  55104. /**
  55105. * Initialize the block and prepare the context for build
  55106. * @param state defines the state that will be used for the build
  55107. */
  55108. initialize(state: NodeMaterialBuildState): void;
  55109. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55110. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55111. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55112. protected _buildBlock(state: NodeMaterialBuildState): this;
  55113. }
  55114. }
  55115. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55116. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55117. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55118. export * from "babylonjs/Materials/Node/Blocks/Fragment/colorMergerBlock";
  55119. export * from "babylonjs/Materials/Node/Blocks/Fragment/vectorMergerBlock";
  55120. export * from "babylonjs/Materials/Node/Blocks/Fragment/colorSplitterBlock";
  55121. export * from "babylonjs/Materials/Node/Blocks/Fragment/vectorSplitterBlock";
  55122. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55123. }
  55124. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55127. import { Mesh } from "babylonjs/Meshes/mesh";
  55128. import { Effect } from "babylonjs/Materials/effect";
  55129. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55130. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55131. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55132. /**
  55133. * Block used to add support for scene fog
  55134. */
  55135. export class FogBlock extends NodeMaterialBlock {
  55136. private _fogDistanceName;
  55137. private _fogParameters;
  55138. /**
  55139. * Create a new FogBlock
  55140. * @param name defines the block name
  55141. */
  55142. constructor(name: string);
  55143. /**
  55144. * Gets the current class name
  55145. * @returns the class name
  55146. */
  55147. getClassName(): string;
  55148. /**
  55149. * Gets the world position input component
  55150. */
  55151. readonly worldPosition: NodeMaterialConnectionPoint;
  55152. /**
  55153. * Gets the view input component
  55154. */
  55155. readonly view: NodeMaterialConnectionPoint;
  55156. /**
  55157. * Gets the color input component
  55158. */
  55159. readonly color: NodeMaterialConnectionPoint;
  55160. /**
  55161. * Gets the fog color input component
  55162. */
  55163. readonly fogColor: NodeMaterialConnectionPoint;
  55164. /**
  55165. * Gets the output component
  55166. */
  55167. readonly output: NodeMaterialConnectionPoint;
  55168. autoConfigure(): void;
  55169. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55170. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55171. protected _buildBlock(state: NodeMaterialBuildState): this;
  55172. }
  55173. }
  55174. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55175. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55176. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55177. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55179. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55180. import { Effect } from "babylonjs/Materials/effect";
  55181. import { Mesh } from "babylonjs/Meshes/mesh";
  55182. import { Light } from "babylonjs/Lights/light";
  55183. import { Nullable } from "babylonjs/types";
  55184. import { Scene } from "babylonjs/scene";
  55185. /**
  55186. * Block used to add light in the fragment shader
  55187. */
  55188. export class LightBlock extends NodeMaterialBlock {
  55189. private _lightId;
  55190. /**
  55191. * Gets or sets the light associated with this block
  55192. */
  55193. light: Nullable<Light>;
  55194. /**
  55195. * Create a new LightBlock
  55196. * @param name defines the block name
  55197. */
  55198. constructor(name: string);
  55199. /**
  55200. * Gets the current class name
  55201. * @returns the class name
  55202. */
  55203. getClassName(): string;
  55204. /**
  55205. * Gets the world position input component
  55206. */
  55207. readonly worldPosition: NodeMaterialConnectionPoint;
  55208. /**
  55209. * Gets the world normal input component
  55210. */
  55211. readonly worldNormal: NodeMaterialConnectionPoint;
  55212. /**
  55213. * Gets the camera (or eye) position component
  55214. */
  55215. readonly cameraPosition: NodeMaterialConnectionPoint;
  55216. /**
  55217. * Gets the diffuse output component
  55218. */
  55219. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55220. /**
  55221. * Gets the specular output component
  55222. */
  55223. readonly specularOutput: NodeMaterialConnectionPoint;
  55224. autoConfigure(): void;
  55225. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55226. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55227. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55228. private _injectVertexCode;
  55229. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55230. serialize(): any;
  55231. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55232. }
  55233. }
  55234. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55235. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55236. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55237. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55238. }
  55239. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55240. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55241. }
  55242. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55243. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55244. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55245. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55246. /**
  55247. * Block used to multiply 2 values
  55248. */
  55249. export class MultiplyBlock extends NodeMaterialBlock {
  55250. /**
  55251. * Creates a new MultiplyBlock
  55252. * @param name defines the block name
  55253. */
  55254. constructor(name: string);
  55255. /**
  55256. * Gets the current class name
  55257. * @returns the class name
  55258. */
  55259. getClassName(): string;
  55260. /**
  55261. * Gets the left operand input component
  55262. */
  55263. readonly left: NodeMaterialConnectionPoint;
  55264. /**
  55265. * Gets the right operand input component
  55266. */
  55267. readonly right: NodeMaterialConnectionPoint;
  55268. /**
  55269. * Gets the output component
  55270. */
  55271. readonly output: NodeMaterialConnectionPoint;
  55272. protected _buildBlock(state: NodeMaterialBuildState): this;
  55273. }
  55274. }
  55275. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55276. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55277. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55278. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55279. /**
  55280. * Block used to add 2 vectors
  55281. */
  55282. export class AddBlock extends NodeMaterialBlock {
  55283. /**
  55284. * Creates a new AddBlock
  55285. * @param name defines the block name
  55286. */
  55287. constructor(name: string);
  55288. /**
  55289. * Gets the current class name
  55290. * @returns the class name
  55291. */
  55292. getClassName(): string;
  55293. /**
  55294. * Gets the left operand input component
  55295. */
  55296. readonly left: NodeMaterialConnectionPoint;
  55297. /**
  55298. * Gets the right operand input component
  55299. */
  55300. readonly right: NodeMaterialConnectionPoint;
  55301. /**
  55302. * Gets the output component
  55303. */
  55304. readonly output: NodeMaterialConnectionPoint;
  55305. protected _buildBlock(state: NodeMaterialBuildState): this;
  55306. }
  55307. }
  55308. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55309. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55310. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55311. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55312. /**
  55313. * Block used to clamp a float
  55314. */
  55315. export class ClampBlock extends NodeMaterialBlock {
  55316. /** Gets or sets the minimum range */
  55317. minimum: number;
  55318. /** Gets or sets the maximum range */
  55319. maximum: number;
  55320. /**
  55321. * Creates a new ClampBlock
  55322. * @param name defines the block name
  55323. */
  55324. constructor(name: string);
  55325. /**
  55326. * Gets the current class name
  55327. * @returns the class name
  55328. */
  55329. getClassName(): string;
  55330. /**
  55331. * Gets the value input component
  55332. */
  55333. readonly value: NodeMaterialConnectionPoint;
  55334. /**
  55335. * Gets the output component
  55336. */
  55337. readonly output: NodeMaterialConnectionPoint;
  55338. protected _buildBlock(state: NodeMaterialBuildState): this;
  55339. }
  55340. }
  55341. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55342. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55343. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55344. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55345. /**
  55346. * Block used to apply a cross product between 2 vectors
  55347. */
  55348. export class CrossBlock extends NodeMaterialBlock {
  55349. /**
  55350. * Creates a new CrossBlock
  55351. * @param name defines the block name
  55352. */
  55353. constructor(name: string);
  55354. /**
  55355. * Gets the current class name
  55356. * @returns the class name
  55357. */
  55358. getClassName(): string;
  55359. /**
  55360. * Gets the left operand input component
  55361. */
  55362. readonly left: NodeMaterialConnectionPoint;
  55363. /**
  55364. * Gets the right operand input component
  55365. */
  55366. readonly right: NodeMaterialConnectionPoint;
  55367. /**
  55368. * Gets the output component
  55369. */
  55370. readonly output: NodeMaterialConnectionPoint;
  55371. protected _buildBlock(state: NodeMaterialBuildState): this;
  55372. }
  55373. }
  55374. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55375. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55376. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55377. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55378. /**
  55379. * Block used to apply a dot product between 2 vectors
  55380. */
  55381. export class DotBlock extends NodeMaterialBlock {
  55382. /**
  55383. * Creates a new DotBlock
  55384. * @param name defines the block name
  55385. */
  55386. constructor(name: string);
  55387. /**
  55388. * Gets the current class name
  55389. * @returns the class name
  55390. */
  55391. getClassName(): string;
  55392. /**
  55393. * Gets the left operand input component
  55394. */
  55395. readonly left: NodeMaterialConnectionPoint;
  55396. /**
  55397. * Gets the right operand input component
  55398. */
  55399. readonly right: NodeMaterialConnectionPoint;
  55400. /**
  55401. * Gets the output component
  55402. */
  55403. readonly output: NodeMaterialConnectionPoint;
  55404. protected _buildBlock(state: NodeMaterialBuildState): this;
  55405. }
  55406. }
  55407. declare module "babylonjs/Materials/Node/Blocks/index" {
  55408. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55409. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55410. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55411. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55412. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55413. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55414. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55415. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55416. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55417. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55418. }
  55419. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55420. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55421. }
  55422. declare module "babylonjs/Materials/Node/index" {
  55423. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55424. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55425. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55426. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55427. export * from "babylonjs/Materials/Node/nodeMaterial";
  55428. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55429. export * from "babylonjs/Materials/Node/Blocks/index";
  55430. export * from "babylonjs/Materials/Node/Optimizers/index";
  55431. }
  55432. declare module "babylonjs/Materials/effectRenderer" {
  55433. import { Nullable } from "babylonjs/types";
  55434. import { Texture } from "babylonjs/Materials/Textures/texture";
  55435. import { Engine } from "babylonjs/Engines/engine";
  55436. import { Viewport } from "babylonjs/Maths/math.viewport";
  55437. import { Observable } from "babylonjs/Misc/observable";
  55438. import { Effect } from "babylonjs/Materials/effect";
  55439. import "babylonjs/Shaders/postprocess.vertex";
  55440. /**
  55441. * Effect Render Options
  55442. */
  55443. export interface IEffectRendererOptions {
  55444. /**
  55445. * Defines the vertices positions.
  55446. */
  55447. positions?: number[];
  55448. /**
  55449. * Defines the indices.
  55450. */
  55451. indices?: number[];
  55452. }
  55453. /**
  55454. * Helper class to render one or more effects
  55455. */
  55456. export class EffectRenderer {
  55457. private engine;
  55458. private static _DefaultOptions;
  55459. private _vertexBuffers;
  55460. private _indexBuffer;
  55461. private _ringBufferIndex;
  55462. private _ringScreenBuffer;
  55463. private _fullscreenViewport;
  55464. private _getNextFrameBuffer;
  55465. /**
  55466. * Creates an effect renderer
  55467. * @param engine the engine to use for rendering
  55468. * @param options defines the options of the effect renderer
  55469. */
  55470. constructor(engine: Engine, options?: IEffectRendererOptions);
  55471. /**
  55472. * Sets the current viewport in normalized coordinates 0-1
  55473. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55474. */
  55475. setViewport(viewport?: Viewport): void;
  55476. /**
  55477. * Sets the current effect wrapper to use during draw.
  55478. * The effect needs to be ready before calling this api.
  55479. * This also sets the default full screen position attribute.
  55480. * @param effectWrapper Defines the effect to draw with
  55481. */
  55482. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55483. /**
  55484. * Draws a full screen quad.
  55485. */
  55486. draw(): void;
  55487. /**
  55488. * renders one or more effects to a specified texture
  55489. * @param effectWrappers list of effects to renderer
  55490. * @param outputTexture texture to draw to, if null it will render to the screen
  55491. */
  55492. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55493. /**
  55494. * Disposes of the effect renderer
  55495. */
  55496. dispose(): void;
  55497. }
  55498. /**
  55499. * Options to create an EffectWrapper
  55500. */
  55501. interface EffectWrapperCreationOptions {
  55502. /**
  55503. * Engine to use to create the effect
  55504. */
  55505. engine: Engine;
  55506. /**
  55507. * Fragment shader for the effect
  55508. */
  55509. fragmentShader: string;
  55510. /**
  55511. * Vertex shader for the effect
  55512. */
  55513. vertexShader: string;
  55514. /**
  55515. * Attributes to use in the shader
  55516. */
  55517. attributeNames?: Array<string>;
  55518. /**
  55519. * Uniforms to use in the shader
  55520. */
  55521. uniformNames?: Array<string>;
  55522. /**
  55523. * Texture sampler names to use in the shader
  55524. */
  55525. samplerNames?: Array<string>;
  55526. /**
  55527. * The friendly name of the effect displayed in Spector.
  55528. */
  55529. name?: string;
  55530. }
  55531. /**
  55532. * Wraps an effect to be used for rendering
  55533. */
  55534. export class EffectWrapper {
  55535. /**
  55536. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55537. */
  55538. onApplyObservable: Observable<{}>;
  55539. /**
  55540. * The underlying effect
  55541. */
  55542. effect: Effect;
  55543. /**
  55544. * Creates an effect to be renderer
  55545. * @param creationOptions options to create the effect
  55546. */
  55547. constructor(creationOptions: EffectWrapperCreationOptions);
  55548. /**
  55549. * Disposes of the effect wrapper
  55550. */
  55551. dispose(): void;
  55552. }
  55553. }
  55554. declare module "babylonjs/Materials/index" {
  55555. export * from "babylonjs/Materials/Background/index";
  55556. export * from "babylonjs/Materials/colorCurves";
  55557. export * from "babylonjs/Materials/effect";
  55558. export * from "babylonjs/Materials/fresnelParameters";
  55559. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55560. export * from "babylonjs/Materials/material";
  55561. export * from "babylonjs/Materials/materialDefines";
  55562. export * from "babylonjs/Materials/materialHelper";
  55563. export * from "babylonjs/Materials/multiMaterial";
  55564. export * from "babylonjs/Materials/PBR/index";
  55565. export * from "babylonjs/Materials/pushMaterial";
  55566. export * from "babylonjs/Materials/shaderMaterial";
  55567. export * from "babylonjs/Materials/standardMaterial";
  55568. export * from "babylonjs/Materials/Textures/index";
  55569. export * from "babylonjs/Materials/uniformBuffer";
  55570. export * from "babylonjs/Materials/materialFlags";
  55571. export * from "babylonjs/Materials/Node/index";
  55572. export * from "babylonjs/Materials/effectRenderer";
  55573. }
  55574. declare module "babylonjs/Maths/index" {
  55575. export * from "babylonjs/Maths/math.scalar";
  55576. export * from "babylonjs/Maths/math";
  55577. export * from "babylonjs/Maths/sphericalPolynomial";
  55578. }
  55579. declare module "babylonjs/Misc/workerPool" {
  55580. import { IDisposable } from "babylonjs/scene";
  55581. /**
  55582. * Helper class to push actions to a pool of workers.
  55583. */
  55584. export class WorkerPool implements IDisposable {
  55585. private _workerInfos;
  55586. private _pendingActions;
  55587. /**
  55588. * Constructor
  55589. * @param workers Array of workers to use for actions
  55590. */
  55591. constructor(workers: Array<Worker>);
  55592. /**
  55593. * Terminates all workers and clears any pending actions.
  55594. */
  55595. dispose(): void;
  55596. /**
  55597. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55598. * pended until a worker has completed its action.
  55599. * @param action The action to perform. Call onComplete when the action is complete.
  55600. */
  55601. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55602. private _execute;
  55603. }
  55604. }
  55605. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55606. import { IDisposable } from "babylonjs/scene";
  55607. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55608. /**
  55609. * Configuration for Draco compression
  55610. */
  55611. export interface IDracoCompressionConfiguration {
  55612. /**
  55613. * Configuration for the decoder.
  55614. */
  55615. decoder: {
  55616. /**
  55617. * The url to the WebAssembly module.
  55618. */
  55619. wasmUrl?: string;
  55620. /**
  55621. * The url to the WebAssembly binary.
  55622. */
  55623. wasmBinaryUrl?: string;
  55624. /**
  55625. * The url to the fallback JavaScript module.
  55626. */
  55627. fallbackUrl?: string;
  55628. };
  55629. }
  55630. /**
  55631. * Draco compression (https://google.github.io/draco/)
  55632. *
  55633. * This class wraps the Draco module.
  55634. *
  55635. * **Encoder**
  55636. *
  55637. * The encoder is not currently implemented.
  55638. *
  55639. * **Decoder**
  55640. *
  55641. * 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.
  55642. *
  55643. * To update the configuration, use the following code:
  55644. * ```javascript
  55645. * DracoCompression.Configuration = {
  55646. * decoder: {
  55647. * wasmUrl: "<url to the WebAssembly library>",
  55648. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55649. * fallbackUrl: "<url to the fallback JavaScript library>",
  55650. * }
  55651. * };
  55652. * ```
  55653. *
  55654. * 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.
  55655. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55656. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55657. *
  55658. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55659. * ```javascript
  55660. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55661. * ```
  55662. *
  55663. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55664. */
  55665. export class DracoCompression implements IDisposable {
  55666. private _workerPoolPromise?;
  55667. private _decoderModulePromise?;
  55668. /**
  55669. * The configuration. Defaults to the following urls:
  55670. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55671. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55672. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55673. */
  55674. static Configuration: IDracoCompressionConfiguration;
  55675. /**
  55676. * Returns true if the decoder configuration is available.
  55677. */
  55678. static readonly DecoderAvailable: boolean;
  55679. /**
  55680. * Default number of workers to create when creating the draco compression object.
  55681. */
  55682. static DefaultNumWorkers: number;
  55683. private static GetDefaultNumWorkers;
  55684. private static _Default;
  55685. /**
  55686. * Default instance for the draco compression object.
  55687. */
  55688. static readonly Default: DracoCompression;
  55689. /**
  55690. * Constructor
  55691. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55692. */
  55693. constructor(numWorkers?: number);
  55694. /**
  55695. * Stop all async operations and release resources.
  55696. */
  55697. dispose(): void;
  55698. /**
  55699. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55700. * @returns a promise that resolves when ready
  55701. */
  55702. whenReadyAsync(): Promise<void>;
  55703. /**
  55704. * Decode Draco compressed mesh data to vertex data.
  55705. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55706. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55707. * @returns A promise that resolves with the decoded vertex data
  55708. */
  55709. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55710. [kind: string]: number;
  55711. }): Promise<VertexData>;
  55712. }
  55713. }
  55714. declare module "babylonjs/Meshes/Compression/index" {
  55715. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55716. }
  55717. declare module "babylonjs/Meshes/csg" {
  55718. import { Nullable } from "babylonjs/types";
  55719. import { Scene } from "babylonjs/scene";
  55720. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55721. import { Mesh } from "babylonjs/Meshes/mesh";
  55722. import { Material } from "babylonjs/Materials/material";
  55723. /**
  55724. * Class for building Constructive Solid Geometry
  55725. */
  55726. export class CSG {
  55727. private polygons;
  55728. /**
  55729. * The world matrix
  55730. */
  55731. matrix: Matrix;
  55732. /**
  55733. * Stores the position
  55734. */
  55735. position: Vector3;
  55736. /**
  55737. * Stores the rotation
  55738. */
  55739. rotation: Vector3;
  55740. /**
  55741. * Stores the rotation quaternion
  55742. */
  55743. rotationQuaternion: Nullable<Quaternion>;
  55744. /**
  55745. * Stores the scaling vector
  55746. */
  55747. scaling: Vector3;
  55748. /**
  55749. * Convert the Mesh to CSG
  55750. * @param mesh The Mesh to convert to CSG
  55751. * @returns A new CSG from the Mesh
  55752. */
  55753. static FromMesh(mesh: Mesh): CSG;
  55754. /**
  55755. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55756. * @param polygons Polygons used to construct a CSG solid
  55757. */
  55758. private static FromPolygons;
  55759. /**
  55760. * Clones, or makes a deep copy, of the CSG
  55761. * @returns A new CSG
  55762. */
  55763. clone(): CSG;
  55764. /**
  55765. * Unions this CSG with another CSG
  55766. * @param csg The CSG to union against this CSG
  55767. * @returns The unioned CSG
  55768. */
  55769. union(csg: CSG): CSG;
  55770. /**
  55771. * Unions this CSG with another CSG in place
  55772. * @param csg The CSG to union against this CSG
  55773. */
  55774. unionInPlace(csg: CSG): void;
  55775. /**
  55776. * Subtracts this CSG with another CSG
  55777. * @param csg The CSG to subtract against this CSG
  55778. * @returns A new CSG
  55779. */
  55780. subtract(csg: CSG): CSG;
  55781. /**
  55782. * Subtracts this CSG with another CSG in place
  55783. * @param csg The CSG to subtact against this CSG
  55784. */
  55785. subtractInPlace(csg: CSG): void;
  55786. /**
  55787. * Intersect this CSG with another CSG
  55788. * @param csg The CSG to intersect against this CSG
  55789. * @returns A new CSG
  55790. */
  55791. intersect(csg: CSG): CSG;
  55792. /**
  55793. * Intersects this CSG with another CSG in place
  55794. * @param csg The CSG to intersect against this CSG
  55795. */
  55796. intersectInPlace(csg: CSG): void;
  55797. /**
  55798. * Return a new CSG solid with solid and empty space switched. This solid is
  55799. * not modified.
  55800. * @returns A new CSG solid with solid and empty space switched
  55801. */
  55802. inverse(): CSG;
  55803. /**
  55804. * Inverses the CSG in place
  55805. */
  55806. inverseInPlace(): void;
  55807. /**
  55808. * This is used to keep meshes transformations so they can be restored
  55809. * when we build back a Babylon Mesh
  55810. * NB : All CSG operations are performed in world coordinates
  55811. * @param csg The CSG to copy the transform attributes from
  55812. * @returns This CSG
  55813. */
  55814. copyTransformAttributes(csg: CSG): CSG;
  55815. /**
  55816. * Build Raw mesh from CSG
  55817. * Coordinates here are in world space
  55818. * @param name The name of the mesh geometry
  55819. * @param scene The Scene
  55820. * @param keepSubMeshes Specifies if the submeshes should be kept
  55821. * @returns A new Mesh
  55822. */
  55823. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55824. /**
  55825. * Build Mesh from CSG taking material and transforms into account
  55826. * @param name The name of the Mesh
  55827. * @param material The material of the Mesh
  55828. * @param scene The Scene
  55829. * @param keepSubMeshes Specifies if submeshes should be kept
  55830. * @returns The new Mesh
  55831. */
  55832. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55833. }
  55834. }
  55835. declare module "babylonjs/Meshes/trailMesh" {
  55836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55837. import { Mesh } from "babylonjs/Meshes/mesh";
  55838. import { Scene } from "babylonjs/scene";
  55839. /**
  55840. * Class used to create a trail following a mesh
  55841. */
  55842. export class TrailMesh extends Mesh {
  55843. private _generator;
  55844. private _autoStart;
  55845. private _running;
  55846. private _diameter;
  55847. private _length;
  55848. private _sectionPolygonPointsCount;
  55849. private _sectionVectors;
  55850. private _sectionNormalVectors;
  55851. private _beforeRenderObserver;
  55852. /**
  55853. * @constructor
  55854. * @param name The value used by scene.getMeshByName() to do a lookup.
  55855. * @param generator The mesh to generate a trail.
  55856. * @param scene The scene to add this mesh to.
  55857. * @param diameter Diameter of trailing mesh. Default is 1.
  55858. * @param length Length of trailing mesh. Default is 60.
  55859. * @param autoStart Automatically start trailing mesh. Default true.
  55860. */
  55861. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55862. /**
  55863. * "TrailMesh"
  55864. * @returns "TrailMesh"
  55865. */
  55866. getClassName(): string;
  55867. private _createMesh;
  55868. /**
  55869. * Start trailing mesh.
  55870. */
  55871. start(): void;
  55872. /**
  55873. * Stop trailing mesh.
  55874. */
  55875. stop(): void;
  55876. /**
  55877. * Update trailing mesh geometry.
  55878. */
  55879. update(): void;
  55880. /**
  55881. * Returns a new TrailMesh object.
  55882. * @param name is a string, the name given to the new mesh
  55883. * @param newGenerator use new generator object for cloned trail mesh
  55884. * @returns a new mesh
  55885. */
  55886. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55887. /**
  55888. * Serializes this trail mesh
  55889. * @param serializationObject object to write serialization to
  55890. */
  55891. serialize(serializationObject: any): void;
  55892. /**
  55893. * Parses a serialized trail mesh
  55894. * @param parsedMesh the serialized mesh
  55895. * @param scene the scene to create the trail mesh in
  55896. * @returns the created trail mesh
  55897. */
  55898. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55899. }
  55900. }
  55901. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  55902. import { Nullable } from "babylonjs/types";
  55903. import { Scene } from "babylonjs/scene";
  55904. import { Vector4 } from "babylonjs/Maths/math.vector";
  55905. import { Color4 } from "babylonjs/Maths/math.color";
  55906. import { Mesh } from "babylonjs/Meshes/mesh";
  55907. /**
  55908. * Class containing static functions to help procedurally build meshes
  55909. */
  55910. export class TiledBoxBuilder {
  55911. /**
  55912. * Creates a box mesh
  55913. * 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)
  55914. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55915. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55916. * * 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
  55917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55918. * @param name defines the name of the mesh
  55919. * @param options defines the options used to create the mesh
  55920. * @param scene defines the hosting scene
  55921. * @returns the box mesh
  55922. */
  55923. static CreateTiledBox(name: string, options: {
  55924. pattern?: number;
  55925. width?: number;
  55926. height?: number;
  55927. depth?: number;
  55928. tileSize?: number;
  55929. tileWidth?: number;
  55930. tileHeight?: number;
  55931. alignHorizontal?: number;
  55932. alignVertical?: number;
  55933. faceUV?: Vector4[];
  55934. faceColors?: Color4[];
  55935. sideOrientation?: number;
  55936. updatable?: boolean;
  55937. }, scene?: Nullable<Scene>): Mesh;
  55938. }
  55939. }
  55940. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  55941. import { Vector4 } from "babylonjs/Maths/math.vector";
  55942. import { Mesh } from "babylonjs/Meshes/mesh";
  55943. /**
  55944. * Class containing static functions to help procedurally build meshes
  55945. */
  55946. export class TorusKnotBuilder {
  55947. /**
  55948. * Creates a torus knot mesh
  55949. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  55950. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  55951. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  55952. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  55953. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55954. * * 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
  55955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  55956. * @param name defines the name of the mesh
  55957. * @param options defines the options used to create the mesh
  55958. * @param scene defines the hosting scene
  55959. * @returns the torus knot mesh
  55960. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  55961. */
  55962. static CreateTorusKnot(name: string, options: {
  55963. radius?: number;
  55964. tube?: number;
  55965. radialSegments?: number;
  55966. tubularSegments?: number;
  55967. p?: number;
  55968. q?: number;
  55969. updatable?: boolean;
  55970. sideOrientation?: number;
  55971. frontUVs?: Vector4;
  55972. backUVs?: Vector4;
  55973. }, scene: any): Mesh;
  55974. }
  55975. }
  55976. declare module "babylonjs/Meshes/polygonMesh" {
  55977. import { Scene } from "babylonjs/scene";
  55978. import { Vector2 } from "babylonjs/Maths/math.vector";
  55979. import { Mesh } from "babylonjs/Meshes/mesh";
  55980. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55981. import { Path2 } from "babylonjs/Maths/math.path";
  55982. /**
  55983. * Polygon
  55984. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  55985. */
  55986. export class Polygon {
  55987. /**
  55988. * Creates a rectangle
  55989. * @param xmin bottom X coord
  55990. * @param ymin bottom Y coord
  55991. * @param xmax top X coord
  55992. * @param ymax top Y coord
  55993. * @returns points that make the resulting rectation
  55994. */
  55995. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  55996. /**
  55997. * Creates a circle
  55998. * @param radius radius of circle
  55999. * @param cx scale in x
  56000. * @param cy scale in y
  56001. * @param numberOfSides number of sides that make up the circle
  56002. * @returns points that make the resulting circle
  56003. */
  56004. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56005. /**
  56006. * Creates a polygon from input string
  56007. * @param input Input polygon data
  56008. * @returns the parsed points
  56009. */
  56010. static Parse(input: string): Vector2[];
  56011. /**
  56012. * Starts building a polygon from x and y coordinates
  56013. * @param x x coordinate
  56014. * @param y y coordinate
  56015. * @returns the started path2
  56016. */
  56017. static StartingAt(x: number, y: number): Path2;
  56018. }
  56019. /**
  56020. * Builds a polygon
  56021. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56022. */
  56023. export class PolygonMeshBuilder {
  56024. private _points;
  56025. private _outlinepoints;
  56026. private _holes;
  56027. private _name;
  56028. private _scene;
  56029. private _epoints;
  56030. private _eholes;
  56031. private _addToepoint;
  56032. /**
  56033. * Babylon reference to the earcut plugin.
  56034. */
  56035. bjsEarcut: any;
  56036. /**
  56037. * Creates a PolygonMeshBuilder
  56038. * @param name name of the builder
  56039. * @param contours Path of the polygon
  56040. * @param scene scene to add to when creating the mesh
  56041. * @param earcutInjection can be used to inject your own earcut reference
  56042. */
  56043. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56044. /**
  56045. * Adds a whole within the polygon
  56046. * @param hole Array of points defining the hole
  56047. * @returns this
  56048. */
  56049. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56050. /**
  56051. * Creates the polygon
  56052. * @param updatable If the mesh should be updatable
  56053. * @param depth The depth of the mesh created
  56054. * @returns the created mesh
  56055. */
  56056. build(updatable?: boolean, depth?: number): Mesh;
  56057. /**
  56058. * Creates the polygon
  56059. * @param depth The depth of the mesh created
  56060. * @returns the created VertexData
  56061. */
  56062. buildVertexData(depth?: number): VertexData;
  56063. /**
  56064. * Adds a side to the polygon
  56065. * @param positions points that make the polygon
  56066. * @param normals normals of the polygon
  56067. * @param uvs uvs of the polygon
  56068. * @param indices indices of the polygon
  56069. * @param bounds bounds of the polygon
  56070. * @param points points of the polygon
  56071. * @param depth depth of the polygon
  56072. * @param flip flip of the polygon
  56073. */
  56074. private addSide;
  56075. }
  56076. }
  56077. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56078. import { Scene } from "babylonjs/scene";
  56079. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56080. import { Color4 } from "babylonjs/Maths/math.color";
  56081. import { Mesh } from "babylonjs/Meshes/mesh";
  56082. import { Nullable } from "babylonjs/types";
  56083. /**
  56084. * Class containing static functions to help procedurally build meshes
  56085. */
  56086. export class PolygonBuilder {
  56087. /**
  56088. * Creates a polygon mesh
  56089. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56090. * * 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
  56091. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56092. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56093. * * 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)
  56094. * * Remember you can only change the shape positions, not their number when updating a polygon
  56095. * @param name defines the name of the mesh
  56096. * @param options defines the options used to create the mesh
  56097. * @param scene defines the hosting scene
  56098. * @param earcutInjection can be used to inject your own earcut reference
  56099. * @returns the polygon mesh
  56100. */
  56101. static CreatePolygon(name: string, options: {
  56102. shape: Vector3[];
  56103. holes?: Vector3[][];
  56104. depth?: number;
  56105. faceUV?: Vector4[];
  56106. faceColors?: Color4[];
  56107. updatable?: boolean;
  56108. sideOrientation?: number;
  56109. frontUVs?: Vector4;
  56110. backUVs?: Vector4;
  56111. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56112. /**
  56113. * Creates an extruded polygon mesh, with depth in the Y direction.
  56114. * * 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)
  56115. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56116. * @param name defines the name of the mesh
  56117. * @param options defines the options used to create the mesh
  56118. * @param scene defines the hosting scene
  56119. * @param earcutInjection can be used to inject your own earcut reference
  56120. * @returns the polygon mesh
  56121. */
  56122. static ExtrudePolygon(name: string, options: {
  56123. shape: Vector3[];
  56124. holes?: Vector3[][];
  56125. depth?: number;
  56126. faceUV?: Vector4[];
  56127. faceColors?: Color4[];
  56128. updatable?: boolean;
  56129. sideOrientation?: number;
  56130. frontUVs?: Vector4;
  56131. backUVs?: Vector4;
  56132. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56133. }
  56134. }
  56135. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56136. import { Scene } from "babylonjs/scene";
  56137. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56138. import { Mesh } from "babylonjs/Meshes/mesh";
  56139. import { Nullable } from "babylonjs/types";
  56140. /**
  56141. * Class containing static functions to help procedurally build meshes
  56142. */
  56143. export class LatheBuilder {
  56144. /**
  56145. * Creates lathe mesh.
  56146. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56147. * * 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
  56148. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56149. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56150. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56151. * * 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
  56152. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56153. * * 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
  56154. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56155. * * 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
  56156. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56158. * @param name defines the name of the mesh
  56159. * @param options defines the options used to create the mesh
  56160. * @param scene defines the hosting scene
  56161. * @returns the lathe mesh
  56162. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56163. */
  56164. static CreateLathe(name: string, options: {
  56165. shape: Vector3[];
  56166. radius?: number;
  56167. tessellation?: number;
  56168. clip?: number;
  56169. arc?: number;
  56170. closed?: boolean;
  56171. updatable?: boolean;
  56172. sideOrientation?: number;
  56173. frontUVs?: Vector4;
  56174. backUVs?: Vector4;
  56175. cap?: number;
  56176. invertUV?: boolean;
  56177. }, scene?: Nullable<Scene>): Mesh;
  56178. }
  56179. }
  56180. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56181. import { Nullable } from "babylonjs/types";
  56182. import { Scene } from "babylonjs/scene";
  56183. import { Vector4 } from "babylonjs/Maths/math.vector";
  56184. import { Mesh } from "babylonjs/Meshes/mesh";
  56185. /**
  56186. * Class containing static functions to help procedurally build meshes
  56187. */
  56188. export class TiledPlaneBuilder {
  56189. /**
  56190. * Creates a tiled plane mesh
  56191. * * The parameter `pattern` will, depending on value, do nothing or
  56192. * * * flip (reflect about central vertical) alternate tiles across and up
  56193. * * * flip every tile on alternate rows
  56194. * * * rotate (180 degs) alternate tiles across and up
  56195. * * * rotate every tile on alternate rows
  56196. * * * flip and rotate alternate tiles across and up
  56197. * * * flip and rotate every tile on alternate rows
  56198. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56199. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56200. * * 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
  56201. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56202. * * 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)
  56203. * * 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)
  56204. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56205. * @param name defines the name of the mesh
  56206. * @param options defines the options used to create the mesh
  56207. * @param scene defines the hosting scene
  56208. * @returns the box mesh
  56209. */
  56210. static CreateTiledPlane(name: string, options: {
  56211. pattern?: number;
  56212. tileSize?: number;
  56213. tileWidth?: number;
  56214. tileHeight?: number;
  56215. size?: number;
  56216. width?: number;
  56217. height?: number;
  56218. alignHorizontal?: number;
  56219. alignVertical?: number;
  56220. sideOrientation?: number;
  56221. frontUVs?: Vector4;
  56222. backUVs?: Vector4;
  56223. updatable?: boolean;
  56224. }, scene?: Nullable<Scene>): Mesh;
  56225. }
  56226. }
  56227. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56228. import { Nullable } from "babylonjs/types";
  56229. import { Scene } from "babylonjs/scene";
  56230. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56231. import { Mesh } from "babylonjs/Meshes/mesh";
  56232. /**
  56233. * Class containing static functions to help procedurally build meshes
  56234. */
  56235. export class TubeBuilder {
  56236. /**
  56237. * Creates a tube mesh.
  56238. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56239. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56240. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56241. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56242. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56243. * * 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)
  56244. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56245. * * 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
  56246. * * 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
  56247. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56248. * * 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
  56249. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56250. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56251. * @param name defines the name of the mesh
  56252. * @param options defines the options used to create the mesh
  56253. * @param scene defines the hosting scene
  56254. * @returns the tube mesh
  56255. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56256. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56257. */
  56258. static CreateTube(name: string, options: {
  56259. path: Vector3[];
  56260. radius?: number;
  56261. tessellation?: number;
  56262. radiusFunction?: {
  56263. (i: number, distance: number): number;
  56264. };
  56265. cap?: number;
  56266. arc?: number;
  56267. updatable?: boolean;
  56268. sideOrientation?: number;
  56269. frontUVs?: Vector4;
  56270. backUVs?: Vector4;
  56271. instance?: Mesh;
  56272. invertUV?: boolean;
  56273. }, scene?: Nullable<Scene>): Mesh;
  56274. }
  56275. }
  56276. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56277. import { Scene } from "babylonjs/scene";
  56278. import { Vector4 } from "babylonjs/Maths/math.vector";
  56279. import { Mesh } from "babylonjs/Meshes/mesh";
  56280. import { Nullable } from "babylonjs/types";
  56281. /**
  56282. * Class containing static functions to help procedurally build meshes
  56283. */
  56284. export class IcoSphereBuilder {
  56285. /**
  56286. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56287. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56288. * * 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`)
  56289. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56290. * * 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
  56291. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56292. * * 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
  56293. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56294. * @param name defines the name of the mesh
  56295. * @param options defines the options used to create the mesh
  56296. * @param scene defines the hosting scene
  56297. * @returns the icosahedron mesh
  56298. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56299. */
  56300. static CreateIcoSphere(name: string, options: {
  56301. radius?: number;
  56302. radiusX?: number;
  56303. radiusY?: number;
  56304. radiusZ?: number;
  56305. flat?: boolean;
  56306. subdivisions?: number;
  56307. sideOrientation?: number;
  56308. frontUVs?: Vector4;
  56309. backUVs?: Vector4;
  56310. updatable?: boolean;
  56311. }, scene?: Nullable<Scene>): Mesh;
  56312. }
  56313. }
  56314. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56315. import { Vector3 } from "babylonjs/Maths/math.vector";
  56316. import { Mesh } from "babylonjs/Meshes/mesh";
  56317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56318. /**
  56319. * Class containing static functions to help procedurally build meshes
  56320. */
  56321. export class DecalBuilder {
  56322. /**
  56323. * Creates a decal mesh.
  56324. * 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
  56325. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56326. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56327. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56328. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56329. * @param name defines the name of the mesh
  56330. * @param sourceMesh defines the mesh where the decal must be applied
  56331. * @param options defines the options used to create the mesh
  56332. * @param scene defines the hosting scene
  56333. * @returns the decal mesh
  56334. * @see https://doc.babylonjs.com/how_to/decals
  56335. */
  56336. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56337. position?: Vector3;
  56338. normal?: Vector3;
  56339. size?: Vector3;
  56340. angle?: number;
  56341. }): Mesh;
  56342. }
  56343. }
  56344. declare module "babylonjs/Meshes/meshBuilder" {
  56345. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56346. import { Nullable } from "babylonjs/types";
  56347. import { Scene } from "babylonjs/scene";
  56348. import { Mesh } from "babylonjs/Meshes/mesh";
  56349. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56350. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56351. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56352. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56353. import { Plane } from "babylonjs/Maths/math.plane";
  56354. /**
  56355. * Class containing static functions to help procedurally build meshes
  56356. */
  56357. export class MeshBuilder {
  56358. /**
  56359. * Creates a box mesh
  56360. * * The parameter `size` sets the size (float) of each box side (default 1)
  56361. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56362. * * 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)
  56363. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56364. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56365. * * 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
  56366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56367. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56368. * @param name defines the name of the mesh
  56369. * @param options defines the options used to create the mesh
  56370. * @param scene defines the hosting scene
  56371. * @returns the box mesh
  56372. */
  56373. static CreateBox(name: string, options: {
  56374. size?: number;
  56375. width?: number;
  56376. height?: number;
  56377. depth?: number;
  56378. faceUV?: Vector4[];
  56379. faceColors?: Color4[];
  56380. sideOrientation?: number;
  56381. frontUVs?: Vector4;
  56382. backUVs?: Vector4;
  56383. updatable?: boolean;
  56384. }, scene?: Nullable<Scene>): Mesh;
  56385. /**
  56386. * Creates a tiled box mesh
  56387. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56389. * @param name defines the name of the mesh
  56390. * @param options defines the options used to create the mesh
  56391. * @param scene defines the hosting scene
  56392. * @returns the tiled box mesh
  56393. */
  56394. static CreateTiledBox(name: string, options: {
  56395. pattern?: number;
  56396. size?: number;
  56397. width?: number;
  56398. height?: number;
  56399. depth: number;
  56400. tileSize?: number;
  56401. tileWidth?: number;
  56402. tileHeight?: number;
  56403. faceUV?: Vector4[];
  56404. faceColors?: Color4[];
  56405. alignHorizontal?: number;
  56406. alignVertical?: number;
  56407. sideOrientation?: number;
  56408. updatable?: boolean;
  56409. }, scene?: Nullable<Scene>): Mesh;
  56410. /**
  56411. * Creates a sphere mesh
  56412. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56413. * * 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`)
  56414. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56415. * * 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
  56416. * * 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)
  56417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56418. * * 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
  56419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56420. * @param name defines the name of the mesh
  56421. * @param options defines the options used to create the mesh
  56422. * @param scene defines the hosting scene
  56423. * @returns the sphere mesh
  56424. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56425. */
  56426. static CreateSphere(name: string, options: {
  56427. segments?: number;
  56428. diameter?: number;
  56429. diameterX?: number;
  56430. diameterY?: number;
  56431. diameterZ?: number;
  56432. arc?: number;
  56433. slice?: number;
  56434. sideOrientation?: number;
  56435. frontUVs?: Vector4;
  56436. backUVs?: Vector4;
  56437. updatable?: boolean;
  56438. }, scene?: Nullable<Scene>): Mesh;
  56439. /**
  56440. * Creates a plane polygonal mesh. By default, this is a disc
  56441. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56442. * * 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
  56443. * * 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
  56444. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56445. * * 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
  56446. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56447. * @param name defines the name of the mesh
  56448. * @param options defines the options used to create the mesh
  56449. * @param scene defines the hosting scene
  56450. * @returns the plane polygonal mesh
  56451. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56452. */
  56453. static CreateDisc(name: string, options: {
  56454. radius?: number;
  56455. tessellation?: number;
  56456. arc?: number;
  56457. updatable?: boolean;
  56458. sideOrientation?: number;
  56459. frontUVs?: Vector4;
  56460. backUVs?: Vector4;
  56461. }, scene?: Nullable<Scene>): Mesh;
  56462. /**
  56463. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56464. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56465. * * 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`)
  56466. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56467. * * 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
  56468. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56469. * * 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
  56470. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56471. * @param name defines the name of the mesh
  56472. * @param options defines the options used to create the mesh
  56473. * @param scene defines the hosting scene
  56474. * @returns the icosahedron mesh
  56475. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56476. */
  56477. static CreateIcoSphere(name: string, options: {
  56478. radius?: number;
  56479. radiusX?: number;
  56480. radiusY?: number;
  56481. radiusZ?: number;
  56482. flat?: boolean;
  56483. subdivisions?: number;
  56484. sideOrientation?: number;
  56485. frontUVs?: Vector4;
  56486. backUVs?: Vector4;
  56487. updatable?: boolean;
  56488. }, scene?: Nullable<Scene>): Mesh;
  56489. /**
  56490. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56491. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56492. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56493. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56494. * * 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
  56495. * * 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
  56496. * * 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
  56497. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56498. * * 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
  56499. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56500. * * 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
  56501. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56502. * * 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
  56503. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56505. * @param name defines the name of the mesh
  56506. * @param options defines the options used to create the mesh
  56507. * @param scene defines the hosting scene
  56508. * @returns the ribbon mesh
  56509. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56510. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56511. */
  56512. static CreateRibbon(name: string, options: {
  56513. pathArray: Vector3[][];
  56514. closeArray?: boolean;
  56515. closePath?: boolean;
  56516. offset?: number;
  56517. updatable?: boolean;
  56518. sideOrientation?: number;
  56519. frontUVs?: Vector4;
  56520. backUVs?: Vector4;
  56521. instance?: Mesh;
  56522. invertUV?: boolean;
  56523. uvs?: Vector2[];
  56524. colors?: Color4[];
  56525. }, scene?: Nullable<Scene>): Mesh;
  56526. /**
  56527. * Creates a cylinder or a cone mesh
  56528. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56529. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56530. * * 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.
  56531. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56532. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56533. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56534. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56535. * * 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).
  56536. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56537. * * 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).
  56538. * * 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
  56539. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56540. * * 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
  56541. * * 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.
  56542. * * If `enclose` is false, a ring surface is one element.
  56543. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56544. * * 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
  56545. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56546. * * 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
  56547. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56548. * @param name defines the name of the mesh
  56549. * @param options defines the options used to create the mesh
  56550. * @param scene defines the hosting scene
  56551. * @returns the cylinder mesh
  56552. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56553. */
  56554. static CreateCylinder(name: string, options: {
  56555. height?: number;
  56556. diameterTop?: number;
  56557. diameterBottom?: number;
  56558. diameter?: number;
  56559. tessellation?: number;
  56560. subdivisions?: number;
  56561. arc?: number;
  56562. faceColors?: Color4[];
  56563. faceUV?: Vector4[];
  56564. updatable?: boolean;
  56565. hasRings?: boolean;
  56566. enclose?: boolean;
  56567. cap?: number;
  56568. sideOrientation?: number;
  56569. frontUVs?: Vector4;
  56570. backUVs?: Vector4;
  56571. }, scene?: Nullable<Scene>): Mesh;
  56572. /**
  56573. * Creates a torus mesh
  56574. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56575. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56576. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56577. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56578. * * 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
  56579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56580. * @param name defines the name of the mesh
  56581. * @param options defines the options used to create the mesh
  56582. * @param scene defines the hosting scene
  56583. * @returns the torus mesh
  56584. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56585. */
  56586. static CreateTorus(name: string, options: {
  56587. diameter?: number;
  56588. thickness?: number;
  56589. tessellation?: number;
  56590. updatable?: boolean;
  56591. sideOrientation?: number;
  56592. frontUVs?: Vector4;
  56593. backUVs?: Vector4;
  56594. }, scene?: Nullable<Scene>): Mesh;
  56595. /**
  56596. * Creates a torus knot mesh
  56597. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56598. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56599. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56600. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56601. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56602. * * 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
  56603. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56604. * @param name defines the name of the mesh
  56605. * @param options defines the options used to create the mesh
  56606. * @param scene defines the hosting scene
  56607. * @returns the torus knot mesh
  56608. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56609. */
  56610. static CreateTorusKnot(name: string, options: {
  56611. radius?: number;
  56612. tube?: number;
  56613. radialSegments?: number;
  56614. tubularSegments?: number;
  56615. p?: number;
  56616. q?: number;
  56617. updatable?: boolean;
  56618. sideOrientation?: number;
  56619. frontUVs?: Vector4;
  56620. backUVs?: Vector4;
  56621. }, scene?: Nullable<Scene>): Mesh;
  56622. /**
  56623. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56624. * * 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
  56625. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56626. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56627. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56628. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56629. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56630. * * 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
  56631. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56632. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56633. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56634. * @param name defines the name of the new line system
  56635. * @param options defines the options used to create the line system
  56636. * @param scene defines the hosting scene
  56637. * @returns a new line system mesh
  56638. */
  56639. static CreateLineSystem(name: string, options: {
  56640. lines: Vector3[][];
  56641. updatable?: boolean;
  56642. instance?: Nullable<LinesMesh>;
  56643. colors?: Nullable<Color4[][]>;
  56644. useVertexAlpha?: boolean;
  56645. }, scene: Nullable<Scene>): LinesMesh;
  56646. /**
  56647. * Creates a line mesh
  56648. * 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
  56649. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56650. * * The parameter `points` is an array successive Vector3
  56651. * * 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
  56652. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56653. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56654. * * When updating an instance, remember that only point positions can change, not the number of points
  56655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56656. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56657. * @param name defines the name of the new line system
  56658. * @param options defines the options used to create the line system
  56659. * @param scene defines the hosting scene
  56660. * @returns a new line mesh
  56661. */
  56662. static CreateLines(name: string, options: {
  56663. points: Vector3[];
  56664. updatable?: boolean;
  56665. instance?: Nullable<LinesMesh>;
  56666. colors?: Color4[];
  56667. useVertexAlpha?: boolean;
  56668. }, scene?: Nullable<Scene>): LinesMesh;
  56669. /**
  56670. * Creates a dashed line mesh
  56671. * * 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
  56672. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56673. * * The parameter `points` is an array successive Vector3
  56674. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56675. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56676. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56677. * * 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
  56678. * * When updating an instance, remember that only point positions can change, not the number of points
  56679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56680. * @param name defines the name of the mesh
  56681. * @param options defines the options used to create the mesh
  56682. * @param scene defines the hosting scene
  56683. * @returns the dashed line mesh
  56684. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56685. */
  56686. static CreateDashedLines(name: string, options: {
  56687. points: Vector3[];
  56688. dashSize?: number;
  56689. gapSize?: number;
  56690. dashNb?: number;
  56691. updatable?: boolean;
  56692. instance?: LinesMesh;
  56693. }, scene?: Nullable<Scene>): LinesMesh;
  56694. /**
  56695. * 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.
  56696. * * 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.
  56697. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56698. * * 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.
  56699. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56700. * * 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
  56701. * * 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
  56702. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56703. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56704. * * 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
  56705. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56706. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56707. * @param name defines the name of the mesh
  56708. * @param options defines the options used to create the mesh
  56709. * @param scene defines the hosting scene
  56710. * @returns the extruded shape mesh
  56711. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56712. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56713. */
  56714. static ExtrudeShape(name: string, options: {
  56715. shape: Vector3[];
  56716. path: Vector3[];
  56717. scale?: number;
  56718. rotation?: number;
  56719. cap?: number;
  56720. updatable?: boolean;
  56721. sideOrientation?: number;
  56722. frontUVs?: Vector4;
  56723. backUVs?: Vector4;
  56724. instance?: Mesh;
  56725. invertUV?: boolean;
  56726. }, scene?: Nullable<Scene>): Mesh;
  56727. /**
  56728. * Creates an custom extruded shape mesh.
  56729. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56730. * * 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.
  56731. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56732. * * 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
  56733. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56734. * * 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
  56735. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56736. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56737. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56738. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56739. * * 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
  56740. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56741. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56742. * * 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
  56743. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56745. * @param name defines the name of the mesh
  56746. * @param options defines the options used to create the mesh
  56747. * @param scene defines the hosting scene
  56748. * @returns the custom extruded shape mesh
  56749. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56750. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56751. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56752. */
  56753. static ExtrudeShapeCustom(name: string, options: {
  56754. shape: Vector3[];
  56755. path: Vector3[];
  56756. scaleFunction?: any;
  56757. rotationFunction?: any;
  56758. ribbonCloseArray?: boolean;
  56759. ribbonClosePath?: boolean;
  56760. cap?: number;
  56761. updatable?: boolean;
  56762. sideOrientation?: number;
  56763. frontUVs?: Vector4;
  56764. backUVs?: Vector4;
  56765. instance?: Mesh;
  56766. invertUV?: boolean;
  56767. }, scene?: Nullable<Scene>): Mesh;
  56768. /**
  56769. * Creates lathe mesh.
  56770. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56771. * * 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
  56772. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56773. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56774. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56775. * * 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
  56776. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56777. * * 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
  56778. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56779. * * 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
  56780. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56781. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56782. * @param name defines the name of the mesh
  56783. * @param options defines the options used to create the mesh
  56784. * @param scene defines the hosting scene
  56785. * @returns the lathe mesh
  56786. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56787. */
  56788. static CreateLathe(name: string, options: {
  56789. shape: Vector3[];
  56790. radius?: number;
  56791. tessellation?: number;
  56792. clip?: number;
  56793. arc?: number;
  56794. closed?: boolean;
  56795. updatable?: boolean;
  56796. sideOrientation?: number;
  56797. frontUVs?: Vector4;
  56798. backUVs?: Vector4;
  56799. cap?: number;
  56800. invertUV?: boolean;
  56801. }, scene?: Nullable<Scene>): Mesh;
  56802. /**
  56803. * Creates a tiled plane mesh
  56804. * * You can set a limited pattern arrangement with the tiles
  56805. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56806. * * 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
  56807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56808. * @param name defines the name of the mesh
  56809. * @param options defines the options used to create the mesh
  56810. * @param scene defines the hosting scene
  56811. * @returns the plane mesh
  56812. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56813. */
  56814. static CreateTiledPlane(name: string, options: {
  56815. pattern?: number;
  56816. tileSize?: number;
  56817. tileWidth?: number;
  56818. tileHeight?: number;
  56819. size?: number;
  56820. width?: number;
  56821. height?: number;
  56822. alignHorizontal?: number;
  56823. alignVertical?: number;
  56824. sideOrientation?: number;
  56825. frontUVs?: Vector4;
  56826. backUVs?: Vector4;
  56827. updatable?: boolean;
  56828. }, scene?: Nullable<Scene>): Mesh;
  56829. /**
  56830. * Creates a plane mesh
  56831. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56832. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56833. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56834. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56835. * * 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
  56836. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56837. * @param name defines the name of the mesh
  56838. * @param options defines the options used to create the mesh
  56839. * @param scene defines the hosting scene
  56840. * @returns the plane mesh
  56841. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56842. */
  56843. static CreatePlane(name: string, options: {
  56844. size?: number;
  56845. width?: number;
  56846. height?: number;
  56847. sideOrientation?: number;
  56848. frontUVs?: Vector4;
  56849. backUVs?: Vector4;
  56850. updatable?: boolean;
  56851. sourcePlane?: Plane;
  56852. }, scene?: Nullable<Scene>): Mesh;
  56853. /**
  56854. * Creates a ground mesh
  56855. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56856. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56858. * @param name defines the name of the mesh
  56859. * @param options defines the options used to create the mesh
  56860. * @param scene defines the hosting scene
  56861. * @returns the ground mesh
  56862. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56863. */
  56864. static CreateGround(name: string, options: {
  56865. width?: number;
  56866. height?: number;
  56867. subdivisions?: number;
  56868. subdivisionsX?: number;
  56869. subdivisionsY?: number;
  56870. updatable?: boolean;
  56871. }, scene?: Nullable<Scene>): Mesh;
  56872. /**
  56873. * Creates a tiled ground mesh
  56874. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56875. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56876. * * 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
  56877. * * 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
  56878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56879. * @param name defines the name of the mesh
  56880. * @param options defines the options used to create the mesh
  56881. * @param scene defines the hosting scene
  56882. * @returns the tiled ground mesh
  56883. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56884. */
  56885. static CreateTiledGround(name: string, options: {
  56886. xmin: number;
  56887. zmin: number;
  56888. xmax: number;
  56889. zmax: number;
  56890. subdivisions?: {
  56891. w: number;
  56892. h: number;
  56893. };
  56894. precision?: {
  56895. w: number;
  56896. h: number;
  56897. };
  56898. updatable?: boolean;
  56899. }, scene?: Nullable<Scene>): Mesh;
  56900. /**
  56901. * Creates a ground mesh from a height map
  56902. * * The parameter `url` sets the URL of the height map image resource.
  56903. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56904. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56905. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56906. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56907. * * 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.
  56908. * * 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).
  56909. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56911. * @param name defines the name of the mesh
  56912. * @param url defines the url to the height map
  56913. * @param options defines the options used to create the mesh
  56914. * @param scene defines the hosting scene
  56915. * @returns the ground mesh
  56916. * @see https://doc.babylonjs.com/babylon101/height_map
  56917. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56918. */
  56919. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56920. width?: number;
  56921. height?: number;
  56922. subdivisions?: number;
  56923. minHeight?: number;
  56924. maxHeight?: number;
  56925. colorFilter?: Color3;
  56926. alphaFilter?: number;
  56927. updatable?: boolean;
  56928. onReady?: (mesh: GroundMesh) => void;
  56929. }, scene?: Nullable<Scene>): GroundMesh;
  56930. /**
  56931. * Creates a polygon mesh
  56932. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56933. * * 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
  56934. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56935. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56936. * * 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)
  56937. * * Remember you can only change the shape positions, not their number when updating a polygon
  56938. * @param name defines the name of the mesh
  56939. * @param options defines the options used to create the mesh
  56940. * @param scene defines the hosting scene
  56941. * @param earcutInjection can be used to inject your own earcut reference
  56942. * @returns the polygon mesh
  56943. */
  56944. static CreatePolygon(name: string, options: {
  56945. shape: Vector3[];
  56946. holes?: Vector3[][];
  56947. depth?: number;
  56948. faceUV?: Vector4[];
  56949. faceColors?: Color4[];
  56950. updatable?: boolean;
  56951. sideOrientation?: number;
  56952. frontUVs?: Vector4;
  56953. backUVs?: Vector4;
  56954. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56955. /**
  56956. * Creates an extruded polygon mesh, with depth in the Y direction.
  56957. * * 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)
  56958. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56959. * @param name defines the name of the mesh
  56960. * @param options defines the options used to create the mesh
  56961. * @param scene defines the hosting scene
  56962. * @param earcutInjection can be used to inject your own earcut reference
  56963. * @returns the polygon mesh
  56964. */
  56965. static ExtrudePolygon(name: string, options: {
  56966. shape: Vector3[];
  56967. holes?: Vector3[][];
  56968. depth?: number;
  56969. faceUV?: Vector4[];
  56970. faceColors?: Color4[];
  56971. updatable?: boolean;
  56972. sideOrientation?: number;
  56973. frontUVs?: Vector4;
  56974. backUVs?: Vector4;
  56975. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56976. /**
  56977. * Creates a tube mesh.
  56978. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56979. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56980. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56981. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56982. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56983. * * 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)
  56984. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56985. * * 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
  56986. * * 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
  56987. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56988. * * 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
  56989. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56991. * @param name defines the name of the mesh
  56992. * @param options defines the options used to create the mesh
  56993. * @param scene defines the hosting scene
  56994. * @returns the tube mesh
  56995. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56996. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56997. */
  56998. static CreateTube(name: string, options: {
  56999. path: Vector3[];
  57000. radius?: number;
  57001. tessellation?: number;
  57002. radiusFunction?: {
  57003. (i: number, distance: number): number;
  57004. };
  57005. cap?: number;
  57006. arc?: number;
  57007. updatable?: boolean;
  57008. sideOrientation?: number;
  57009. frontUVs?: Vector4;
  57010. backUVs?: Vector4;
  57011. instance?: Mesh;
  57012. invertUV?: boolean;
  57013. }, scene?: Nullable<Scene>): Mesh;
  57014. /**
  57015. * Creates a polyhedron mesh
  57016. * * 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
  57017. * * The parameter `size` (positive float, default 1) sets the polygon size
  57018. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57019. * * 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`
  57020. * * 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
  57021. * * 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)`)
  57022. * * 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
  57023. * * 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
  57024. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57025. * * 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
  57026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57027. * @param name defines the name of the mesh
  57028. * @param options defines the options used to create the mesh
  57029. * @param scene defines the hosting scene
  57030. * @returns the polyhedron mesh
  57031. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57032. */
  57033. static CreatePolyhedron(name: string, options: {
  57034. type?: number;
  57035. size?: number;
  57036. sizeX?: number;
  57037. sizeY?: number;
  57038. sizeZ?: number;
  57039. custom?: any;
  57040. faceUV?: Vector4[];
  57041. faceColors?: Color4[];
  57042. flat?: boolean;
  57043. updatable?: boolean;
  57044. sideOrientation?: number;
  57045. frontUVs?: Vector4;
  57046. backUVs?: Vector4;
  57047. }, scene?: Nullable<Scene>): Mesh;
  57048. /**
  57049. * Creates a decal mesh.
  57050. * 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
  57051. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57052. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57053. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57054. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57055. * @param name defines the name of the mesh
  57056. * @param sourceMesh defines the mesh where the decal must be applied
  57057. * @param options defines the options used to create the mesh
  57058. * @param scene defines the hosting scene
  57059. * @returns the decal mesh
  57060. * @see https://doc.babylonjs.com/how_to/decals
  57061. */
  57062. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57063. position?: Vector3;
  57064. normal?: Vector3;
  57065. size?: Vector3;
  57066. angle?: number;
  57067. }): Mesh;
  57068. }
  57069. }
  57070. declare module "babylonjs/Meshes/meshSimplification" {
  57071. import { Mesh } from "babylonjs/Meshes/mesh";
  57072. /**
  57073. * A simplifier interface for future simplification implementations
  57074. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57075. */
  57076. export interface ISimplifier {
  57077. /**
  57078. * Simplification of a given mesh according to the given settings.
  57079. * Since this requires computation, it is assumed that the function runs async.
  57080. * @param settings The settings of the simplification, including quality and distance
  57081. * @param successCallback A callback that will be called after the mesh was simplified.
  57082. * @param errorCallback in case of an error, this callback will be called. optional.
  57083. */
  57084. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57085. }
  57086. /**
  57087. * Expected simplification settings.
  57088. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57089. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57090. */
  57091. export interface ISimplificationSettings {
  57092. /**
  57093. * Gets or sets the expected quality
  57094. */
  57095. quality: number;
  57096. /**
  57097. * Gets or sets the distance when this optimized version should be used
  57098. */
  57099. distance: number;
  57100. /**
  57101. * Gets an already optimized mesh
  57102. */
  57103. optimizeMesh?: boolean;
  57104. }
  57105. /**
  57106. * Class used to specify simplification options
  57107. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57108. */
  57109. export class SimplificationSettings implements ISimplificationSettings {
  57110. /** expected quality */
  57111. quality: number;
  57112. /** distance when this optimized version should be used */
  57113. distance: number;
  57114. /** already optimized mesh */
  57115. optimizeMesh?: boolean | undefined;
  57116. /**
  57117. * Creates a SimplificationSettings
  57118. * @param quality expected quality
  57119. * @param distance distance when this optimized version should be used
  57120. * @param optimizeMesh already optimized mesh
  57121. */
  57122. constructor(
  57123. /** expected quality */
  57124. quality: number,
  57125. /** distance when this optimized version should be used */
  57126. distance: number,
  57127. /** already optimized mesh */
  57128. optimizeMesh?: boolean | undefined);
  57129. }
  57130. /**
  57131. * Interface used to define a simplification task
  57132. */
  57133. export interface ISimplificationTask {
  57134. /**
  57135. * Array of settings
  57136. */
  57137. settings: Array<ISimplificationSettings>;
  57138. /**
  57139. * Simplification type
  57140. */
  57141. simplificationType: SimplificationType;
  57142. /**
  57143. * Mesh to simplify
  57144. */
  57145. mesh: Mesh;
  57146. /**
  57147. * Callback called on success
  57148. */
  57149. successCallback?: () => void;
  57150. /**
  57151. * Defines if parallel processing can be used
  57152. */
  57153. parallelProcessing: boolean;
  57154. }
  57155. /**
  57156. * Queue used to order the simplification tasks
  57157. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57158. */
  57159. export class SimplificationQueue {
  57160. private _simplificationArray;
  57161. /**
  57162. * Gets a boolean indicating that the process is still running
  57163. */
  57164. running: boolean;
  57165. /**
  57166. * Creates a new queue
  57167. */
  57168. constructor();
  57169. /**
  57170. * Adds a new simplification task
  57171. * @param task defines a task to add
  57172. */
  57173. addTask(task: ISimplificationTask): void;
  57174. /**
  57175. * Execute next task
  57176. */
  57177. executeNext(): void;
  57178. /**
  57179. * Execute a simplification task
  57180. * @param task defines the task to run
  57181. */
  57182. runSimplification(task: ISimplificationTask): void;
  57183. private getSimplifier;
  57184. }
  57185. /**
  57186. * The implemented types of simplification
  57187. * At the moment only Quadratic Error Decimation is implemented
  57188. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57189. */
  57190. export enum SimplificationType {
  57191. /** Quadratic error decimation */
  57192. QUADRATIC = 0
  57193. }
  57194. }
  57195. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57196. import { Scene } from "babylonjs/scene";
  57197. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57198. import { ISceneComponent } from "babylonjs/sceneComponent";
  57199. module "babylonjs/scene" {
  57200. interface Scene {
  57201. /** @hidden (Backing field) */
  57202. _simplificationQueue: SimplificationQueue;
  57203. /**
  57204. * Gets or sets the simplification queue attached to the scene
  57205. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57206. */
  57207. simplificationQueue: SimplificationQueue;
  57208. }
  57209. }
  57210. module "babylonjs/Meshes/mesh" {
  57211. interface Mesh {
  57212. /**
  57213. * Simplify the mesh according to the given array of settings.
  57214. * Function will return immediately and will simplify async
  57215. * @param settings a collection of simplification settings
  57216. * @param parallelProcessing should all levels calculate parallel or one after the other
  57217. * @param simplificationType the type of simplification to run
  57218. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57219. * @returns the current mesh
  57220. */
  57221. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57222. }
  57223. }
  57224. /**
  57225. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57226. * created in a scene
  57227. */
  57228. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57229. /**
  57230. * The component name helpfull to identify the component in the list of scene components.
  57231. */
  57232. readonly name: string;
  57233. /**
  57234. * The scene the component belongs to.
  57235. */
  57236. scene: Scene;
  57237. /**
  57238. * Creates a new instance of the component for the given scene
  57239. * @param scene Defines the scene to register the component in
  57240. */
  57241. constructor(scene: Scene);
  57242. /**
  57243. * Registers the component in a given scene
  57244. */
  57245. register(): void;
  57246. /**
  57247. * Rebuilds the elements related to this component in case of
  57248. * context lost for instance.
  57249. */
  57250. rebuild(): void;
  57251. /**
  57252. * Disposes the component and the associated ressources
  57253. */
  57254. dispose(): void;
  57255. private _beforeCameraUpdate;
  57256. }
  57257. }
  57258. declare module "babylonjs/Meshes/Builders/index" {
  57259. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57260. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57261. export * from "babylonjs/Meshes/Builders/discBuilder";
  57262. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57263. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57264. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57265. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57266. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57267. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57268. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57269. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57270. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57271. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57272. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57273. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57274. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57275. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57276. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57277. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57278. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57279. }
  57280. declare module "babylonjs/Meshes/index" {
  57281. export * from "babylonjs/Meshes/abstractMesh";
  57282. export * from "babylonjs/Meshes/buffer";
  57283. export * from "babylonjs/Meshes/Compression/index";
  57284. export * from "babylonjs/Meshes/csg";
  57285. export * from "babylonjs/Meshes/geometry";
  57286. export * from "babylonjs/Meshes/groundMesh";
  57287. export * from "babylonjs/Meshes/trailMesh";
  57288. export * from "babylonjs/Meshes/instancedMesh";
  57289. export * from "babylonjs/Meshes/linesMesh";
  57290. export * from "babylonjs/Meshes/mesh";
  57291. export * from "babylonjs/Meshes/mesh.vertexData";
  57292. export * from "babylonjs/Meshes/meshBuilder";
  57293. export * from "babylonjs/Meshes/meshSimplification";
  57294. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57295. export * from "babylonjs/Meshes/polygonMesh";
  57296. export * from "babylonjs/Meshes/subMesh";
  57297. export * from "babylonjs/Meshes/meshLODLevel";
  57298. export * from "babylonjs/Meshes/transformNode";
  57299. export * from "babylonjs/Meshes/Builders/index";
  57300. export * from "babylonjs/Meshes/dataBuffer";
  57301. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57302. }
  57303. declare module "babylonjs/Morph/index" {
  57304. export * from "babylonjs/Morph/morphTarget";
  57305. export * from "babylonjs/Morph/morphTargetManager";
  57306. }
  57307. declare module "babylonjs/Navigation/INavigationEngine" {
  57308. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57309. import { Vector3 } from "babylonjs/Maths/math";
  57310. import { Mesh } from "babylonjs/Meshes/mesh";
  57311. import { Scene } from "babylonjs/scene";
  57312. /**
  57313. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57314. */
  57315. export interface INavigationEnginePlugin {
  57316. /**
  57317. * plugin name
  57318. */
  57319. name: string;
  57320. /**
  57321. * Creates a navigation mesh
  57322. * @param meshes array of all the geometry used to compute the navigatio mesh
  57323. * @param parameters bunch of parameters used to filter geometry
  57324. */
  57325. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57326. /**
  57327. * Create a navigation mesh debug mesh
  57328. * @param scene is where the mesh will be added
  57329. * @returns debug display mesh
  57330. */
  57331. createDebugNavMesh(scene: Scene): Mesh;
  57332. /**
  57333. * Get a navigation mesh constrained position, closest to the parameter position
  57334. * @param position world position
  57335. * @returns the closest point to position constrained by the navigation mesh
  57336. */
  57337. getClosestPoint(position: Vector3): Vector3;
  57338. /**
  57339. * Get a navigation mesh constrained position, within a particular radius
  57340. * @param position world position
  57341. * @param maxRadius the maximum distance to the constrained world position
  57342. * @returns the closest point to position constrained by the navigation mesh
  57343. */
  57344. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57345. /**
  57346. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57347. * @param start world position
  57348. * @param end world position
  57349. * @returns array containing world position composing the path
  57350. */
  57351. computePath(start: Vector3, end: Vector3): Vector3[];
  57352. /**
  57353. * If this plugin is supported
  57354. * @returns true if plugin is supported
  57355. */
  57356. isSupported(): boolean;
  57357. /**
  57358. * Create a new Crowd so you can add agents
  57359. * @param maxAgents the maximum agent count in the crowd
  57360. * @param maxAgentRadius the maximum radius an agent can have
  57361. * @param scene to attach the crowd to
  57362. * @returns the crowd you can add agents to
  57363. */
  57364. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57365. /**
  57366. * Release all resources
  57367. */
  57368. dispose(): void;
  57369. }
  57370. /**
  57371. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57372. */
  57373. export interface ICrowd {
  57374. /**
  57375. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57376. * You can attach anything to that node. The node position is updated in the scene update tick.
  57377. * @param pos world position that will be constrained by the navigation mesh
  57378. * @param parameters agent parameters
  57379. * @param transform hooked to the agent that will be update by the scene
  57380. * @returns agent index
  57381. */
  57382. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57383. /**
  57384. * Returns the agent position in world space
  57385. * @param index agent index returned by addAgent
  57386. * @returns world space position
  57387. */
  57388. getAgentPosition(index: number): Vector3;
  57389. /**
  57390. * Gets the agent velocity in world space
  57391. * @param index agent index returned by addAgent
  57392. * @returns world space velocity
  57393. */
  57394. getAgentVelocity(index: number): Vector3;
  57395. /**
  57396. * remove a particular agent previously created
  57397. * @param index agent index returned by addAgent
  57398. */
  57399. removeAgent(index: number): void;
  57400. /**
  57401. * get the list of all agents attached to this crowd
  57402. * @returns list of agent indices
  57403. */
  57404. getAgents(): number[];
  57405. /**
  57406. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57407. * @param deltaTime in seconds
  57408. */
  57409. update(deltaTime: number): void;
  57410. /**
  57411. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57412. * @param index agent index returned by addAgent
  57413. * @param destination targeted world position
  57414. */
  57415. agentGoto(index: number, destination: Vector3): void;
  57416. /**
  57417. * Release all resources
  57418. */
  57419. dispose(): void;
  57420. }
  57421. /**
  57422. * Configures an agent
  57423. */
  57424. export interface IAgentParameters {
  57425. /**
  57426. * Agent radius. [Limit: >= 0]
  57427. */
  57428. radius: number;
  57429. /**
  57430. * Agent height. [Limit: > 0]
  57431. */
  57432. height: number;
  57433. /**
  57434. * Maximum allowed acceleration. [Limit: >= 0]
  57435. */
  57436. maxAcceleration: number;
  57437. /**
  57438. * Maximum allowed speed. [Limit: >= 0]
  57439. */
  57440. maxSpeed: number;
  57441. /**
  57442. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57443. */
  57444. collisionQueryRange: number;
  57445. /**
  57446. * The path visibility optimization range. [Limit: > 0]
  57447. */
  57448. pathOptimizationRange: number;
  57449. /**
  57450. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57451. */
  57452. separationWeight: number;
  57453. }
  57454. /**
  57455. * Configures the navigation mesh creation
  57456. */
  57457. export interface INavMeshParameters {
  57458. /**
  57459. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57460. */
  57461. cs: number;
  57462. /**
  57463. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57464. */
  57465. ch: number;
  57466. /**
  57467. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57468. */
  57469. walkableSlopeAngle: number;
  57470. /**
  57471. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57472. * be considered walkable. [Limit: >= 3] [Units: vx]
  57473. */
  57474. walkableHeight: number;
  57475. /**
  57476. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57477. */
  57478. walkableClimb: number;
  57479. /**
  57480. * The distance to erode/shrink the walkable area of the heightfield away from
  57481. * obstructions. [Limit: >=0] [Units: vx]
  57482. */
  57483. walkableRadius: number;
  57484. /**
  57485. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57486. */
  57487. maxEdgeLen: number;
  57488. /**
  57489. * The maximum distance a simplfied contour's border edges should deviate
  57490. * the original raw contour. [Limit: >=0] [Units: vx]
  57491. */
  57492. maxSimplificationError: number;
  57493. /**
  57494. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57495. */
  57496. minRegionArea: number;
  57497. /**
  57498. * Any regions with a span count smaller than this value will, if possible,
  57499. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57500. */
  57501. mergeRegionArea: number;
  57502. /**
  57503. * The maximum number of vertices allowed for polygons generated during the
  57504. * contour to polygon conversion process. [Limit: >= 3]
  57505. */
  57506. maxVertsPerPoly: number;
  57507. /**
  57508. * Sets the sampling distance to use when generating the detail mesh.
  57509. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57510. */
  57511. detailSampleDist: number;
  57512. /**
  57513. * The maximum distance the detail mesh surface should deviate from heightfield
  57514. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57515. */
  57516. detailSampleMaxError: number;
  57517. }
  57518. }
  57519. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57520. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57521. import { Mesh } from "babylonjs/Meshes/mesh";
  57522. import { Scene } from "babylonjs/scene";
  57523. import { Vector3 } from "babylonjs/Maths/math";
  57524. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57525. /**
  57526. * RecastJS navigation plugin
  57527. */
  57528. export class RecastJSPlugin implements INavigationEnginePlugin {
  57529. /**
  57530. * Reference to the Recast library
  57531. */
  57532. bjsRECAST: any;
  57533. /**
  57534. * plugin name
  57535. */
  57536. name: string;
  57537. /**
  57538. * the first navmesh created. We might extend this to support multiple navmeshes
  57539. */
  57540. navMesh: any;
  57541. /**
  57542. * Initializes the recastJS plugin
  57543. * @param recastInjection can be used to inject your own recast reference
  57544. */
  57545. constructor(recastInjection?: any);
  57546. /**
  57547. * Creates a navigation mesh
  57548. * @param meshes array of all the geometry used to compute the navigatio mesh
  57549. * @param parameters bunch of parameters used to filter geometry
  57550. */
  57551. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57552. /**
  57553. * Create a navigation mesh debug mesh
  57554. * @param scene is where the mesh will be added
  57555. * @returns debug display mesh
  57556. */
  57557. createDebugNavMesh(scene: Scene): Mesh;
  57558. /**
  57559. * Get a navigation mesh constrained position, closest to the parameter position
  57560. * @param position world position
  57561. * @returns the closest point to position constrained by the navigation mesh
  57562. */
  57563. getClosestPoint(position: Vector3): Vector3;
  57564. /**
  57565. * Get a navigation mesh constrained position, within a particular radius
  57566. * @param position world position
  57567. * @param maxRadius the maximum distance to the constrained world position
  57568. * @returns the closest point to position constrained by the navigation mesh
  57569. */
  57570. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57571. /**
  57572. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57573. * @param start world position
  57574. * @param end world position
  57575. * @returns array containing world position composing the path
  57576. */
  57577. computePath(start: Vector3, end: Vector3): Vector3[];
  57578. /**
  57579. * Create a new Crowd so you can add agents
  57580. * @param maxAgents the maximum agent count in the crowd
  57581. * @param maxAgentRadius the maximum radius an agent can have
  57582. * @param scene to attach the crowd to
  57583. * @returns the crowd you can add agents to
  57584. */
  57585. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57586. /**
  57587. * Disposes
  57588. */
  57589. dispose(): void;
  57590. /**
  57591. * If this plugin is supported
  57592. * @returns true if plugin is supported
  57593. */
  57594. isSupported(): boolean;
  57595. }
  57596. /**
  57597. * Recast detour crowd implementation
  57598. */
  57599. export class RecastJSCrowd implements ICrowd {
  57600. /**
  57601. * Recast/detour plugin
  57602. */
  57603. bjsRECASTPlugin: RecastJSPlugin;
  57604. /**
  57605. * Link to the detour crowd
  57606. */
  57607. recastCrowd: any;
  57608. /**
  57609. * One transform per agent
  57610. */
  57611. transforms: TransformNode[];
  57612. /**
  57613. * All agents created
  57614. */
  57615. agents: number[];
  57616. /**
  57617. * Link to the scene is kept to unregister the crowd from the scene
  57618. */
  57619. private _scene;
  57620. /**
  57621. * Observer for crowd updates
  57622. */
  57623. private _onBeforeAnimationsObserver;
  57624. /**
  57625. * Constructor
  57626. * @param plugin recastJS plugin
  57627. * @param maxAgents the maximum agent count in the crowd
  57628. * @param maxAgentRadius the maximum radius an agent can have
  57629. * @param scene to attach the crowd to
  57630. * @returns the crowd you can add agents to
  57631. */
  57632. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57633. /**
  57634. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57635. * You can attach anything to that node. The node position is updated in the scene update tick.
  57636. * @param pos world position that will be constrained by the navigation mesh
  57637. * @param parameters agent parameters
  57638. * @param transform hooked to the agent that will be update by the scene
  57639. * @returns agent index
  57640. */
  57641. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57642. /**
  57643. * Returns the agent position in world space
  57644. * @param index agent index returned by addAgent
  57645. * @returns world space position
  57646. */
  57647. getAgentPosition(index: number): Vector3;
  57648. /**
  57649. * Returns the agent velocity in world space
  57650. * @param index agent index returned by addAgent
  57651. * @returns world space velocity
  57652. */
  57653. getAgentVelocity(index: number): Vector3;
  57654. /**
  57655. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57656. * @param index agent index returned by addAgent
  57657. * @param destination targeted world position
  57658. */
  57659. agentGoto(index: number, destination: Vector3): void;
  57660. /**
  57661. * remove a particular agent previously created
  57662. * @param index agent index returned by addAgent
  57663. */
  57664. removeAgent(index: number): void;
  57665. /**
  57666. * get the list of all agents attached to this crowd
  57667. * @returns list of agent indices
  57668. */
  57669. getAgents(): number[];
  57670. /**
  57671. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57672. * @param deltaTime in seconds
  57673. */
  57674. update(deltaTime: number): void;
  57675. /**
  57676. * Release all resources
  57677. */
  57678. dispose(): void;
  57679. }
  57680. }
  57681. declare module "babylonjs/Navigation/Plugins/index" {
  57682. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57683. }
  57684. declare module "babylonjs/Navigation/index" {
  57685. export * from "babylonjs/Navigation/INavigationEngine";
  57686. export * from "babylonjs/Navigation/Plugins/index";
  57687. }
  57688. declare module "babylonjs/Offline/database" {
  57689. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57690. /**
  57691. * Class used to enable access to IndexedDB
  57692. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57693. */
  57694. export class Database implements IOfflineProvider {
  57695. private _callbackManifestChecked;
  57696. private _currentSceneUrl;
  57697. private _db;
  57698. private _enableSceneOffline;
  57699. private _enableTexturesOffline;
  57700. private _manifestVersionFound;
  57701. private _mustUpdateRessources;
  57702. private _hasReachedQuota;
  57703. private _isSupported;
  57704. private _idbFactory;
  57705. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57706. private static IsUASupportingBlobStorage;
  57707. /**
  57708. * Gets a boolean indicating if Database storate is enabled (off by default)
  57709. */
  57710. static IDBStorageEnabled: boolean;
  57711. /**
  57712. * Gets a boolean indicating if scene must be saved in the database
  57713. */
  57714. readonly enableSceneOffline: boolean;
  57715. /**
  57716. * Gets a boolean indicating if textures must be saved in the database
  57717. */
  57718. readonly enableTexturesOffline: boolean;
  57719. /**
  57720. * Creates a new Database
  57721. * @param urlToScene defines the url to load the scene
  57722. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57723. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57724. */
  57725. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57726. private static _ParseURL;
  57727. private static _ReturnFullUrlLocation;
  57728. private _checkManifestFile;
  57729. /**
  57730. * Open the database and make it available
  57731. * @param successCallback defines the callback to call on success
  57732. * @param errorCallback defines the callback to call on error
  57733. */
  57734. open(successCallback: () => void, errorCallback: () => void): void;
  57735. /**
  57736. * Loads an image from the database
  57737. * @param url defines the url to load from
  57738. * @param image defines the target DOM image
  57739. */
  57740. loadImage(url: string, image: HTMLImageElement): void;
  57741. private _loadImageFromDBAsync;
  57742. private _saveImageIntoDBAsync;
  57743. private _checkVersionFromDB;
  57744. private _loadVersionFromDBAsync;
  57745. private _saveVersionIntoDBAsync;
  57746. /**
  57747. * Loads a file from database
  57748. * @param url defines the URL to load from
  57749. * @param sceneLoaded defines a callback to call on success
  57750. * @param progressCallBack defines a callback to call when progress changed
  57751. * @param errorCallback defines a callback to call on error
  57752. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57753. */
  57754. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57755. private _loadFileAsync;
  57756. private _saveFileAsync;
  57757. /**
  57758. * Validates if xhr data is correct
  57759. * @param xhr defines the request to validate
  57760. * @param dataType defines the expected data type
  57761. * @returns true if data is correct
  57762. */
  57763. private static _ValidateXHRData;
  57764. }
  57765. }
  57766. declare module "babylonjs/Offline/index" {
  57767. export * from "babylonjs/Offline/database";
  57768. export * from "babylonjs/Offline/IOfflineProvider";
  57769. }
  57770. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57771. /** @hidden */
  57772. export var gpuUpdateParticlesPixelShader: {
  57773. name: string;
  57774. shader: string;
  57775. };
  57776. }
  57777. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57778. /** @hidden */
  57779. export var gpuUpdateParticlesVertexShader: {
  57780. name: string;
  57781. shader: string;
  57782. };
  57783. }
  57784. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57785. /** @hidden */
  57786. export var clipPlaneFragmentDeclaration2: {
  57787. name: string;
  57788. shader: string;
  57789. };
  57790. }
  57791. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57792. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57793. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57794. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57795. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57796. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57797. /** @hidden */
  57798. export var gpuRenderParticlesPixelShader: {
  57799. name: string;
  57800. shader: string;
  57801. };
  57802. }
  57803. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57804. /** @hidden */
  57805. export var clipPlaneVertexDeclaration2: {
  57806. name: string;
  57807. shader: string;
  57808. };
  57809. }
  57810. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57811. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57812. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57813. /** @hidden */
  57814. export var gpuRenderParticlesVertexShader: {
  57815. name: string;
  57816. shader: string;
  57817. };
  57818. }
  57819. declare module "babylonjs/Particles/gpuParticleSystem" {
  57820. import { Nullable } from "babylonjs/types";
  57821. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57822. import { Observable } from "babylonjs/Misc/observable";
  57823. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57824. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57825. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57826. import { Scene, IDisposable } from "babylonjs/scene";
  57827. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57828. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57829. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57830. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57831. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57832. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57833. /**
  57834. * This represents a GPU particle system in Babylon
  57835. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57836. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57837. */
  57838. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57839. /**
  57840. * The layer mask we are rendering the particles through.
  57841. */
  57842. layerMask: number;
  57843. private _capacity;
  57844. private _activeCount;
  57845. private _currentActiveCount;
  57846. private _accumulatedCount;
  57847. private _renderEffect;
  57848. private _updateEffect;
  57849. private _buffer0;
  57850. private _buffer1;
  57851. private _spriteBuffer;
  57852. private _updateVAO;
  57853. private _renderVAO;
  57854. private _targetIndex;
  57855. private _sourceBuffer;
  57856. private _targetBuffer;
  57857. private _engine;
  57858. private _currentRenderId;
  57859. private _started;
  57860. private _stopped;
  57861. private _timeDelta;
  57862. private _randomTexture;
  57863. private _randomTexture2;
  57864. private _attributesStrideSize;
  57865. private _updateEffectOptions;
  57866. private _randomTextureSize;
  57867. private _actualFrame;
  57868. private readonly _rawTextureWidth;
  57869. /**
  57870. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57871. */
  57872. static readonly IsSupported: boolean;
  57873. /**
  57874. * An event triggered when the system is disposed.
  57875. */
  57876. onDisposeObservable: Observable<GPUParticleSystem>;
  57877. /**
  57878. * Gets the maximum number of particles active at the same time.
  57879. * @returns The max number of active particles.
  57880. */
  57881. getCapacity(): number;
  57882. /**
  57883. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57884. * to override the particles.
  57885. */
  57886. forceDepthWrite: boolean;
  57887. /**
  57888. * Gets or set the number of active particles
  57889. */
  57890. activeParticleCount: number;
  57891. private _preWarmDone;
  57892. /**
  57893. * Is this system ready to be used/rendered
  57894. * @return true if the system is ready
  57895. */
  57896. isReady(): boolean;
  57897. /**
  57898. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57899. * @returns True if it has been started, otherwise false.
  57900. */
  57901. isStarted(): boolean;
  57902. /**
  57903. * Starts the particle system and begins to emit
  57904. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57905. */
  57906. start(delay?: number): void;
  57907. /**
  57908. * Stops the particle system.
  57909. */
  57910. stop(): void;
  57911. /**
  57912. * Remove all active particles
  57913. */
  57914. reset(): void;
  57915. /**
  57916. * Returns the string "GPUParticleSystem"
  57917. * @returns a string containing the class name
  57918. */
  57919. getClassName(): string;
  57920. private _colorGradientsTexture;
  57921. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57922. /**
  57923. * Adds a new color gradient
  57924. * @param gradient defines the gradient to use (between 0 and 1)
  57925. * @param color1 defines the color to affect to the specified gradient
  57926. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57927. * @returns the current particle system
  57928. */
  57929. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57930. /**
  57931. * Remove a specific color gradient
  57932. * @param gradient defines the gradient to remove
  57933. * @returns the current particle system
  57934. */
  57935. removeColorGradient(gradient: number): GPUParticleSystem;
  57936. private _angularSpeedGradientsTexture;
  57937. private _sizeGradientsTexture;
  57938. private _velocityGradientsTexture;
  57939. private _limitVelocityGradientsTexture;
  57940. private _dragGradientsTexture;
  57941. private _addFactorGradient;
  57942. /**
  57943. * Adds a new size gradient
  57944. * @param gradient defines the gradient to use (between 0 and 1)
  57945. * @param factor defines the size factor to affect to the specified gradient
  57946. * @returns the current particle system
  57947. */
  57948. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57949. /**
  57950. * Remove a specific size gradient
  57951. * @param gradient defines the gradient to remove
  57952. * @returns the current particle system
  57953. */
  57954. removeSizeGradient(gradient: number): GPUParticleSystem;
  57955. /**
  57956. * Adds a new angular speed gradient
  57957. * @param gradient defines the gradient to use (between 0 and 1)
  57958. * @param factor defines the angular speed to affect to the specified gradient
  57959. * @returns the current particle system
  57960. */
  57961. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57962. /**
  57963. * Remove a specific angular speed gradient
  57964. * @param gradient defines the gradient to remove
  57965. * @returns the current particle system
  57966. */
  57967. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57968. /**
  57969. * Adds a new velocity gradient
  57970. * @param gradient defines the gradient to use (between 0 and 1)
  57971. * @param factor defines the velocity to affect to the specified gradient
  57972. * @returns the current particle system
  57973. */
  57974. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57975. /**
  57976. * Remove a specific velocity gradient
  57977. * @param gradient defines the gradient to remove
  57978. * @returns the current particle system
  57979. */
  57980. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57981. /**
  57982. * Adds a new limit velocity gradient
  57983. * @param gradient defines the gradient to use (between 0 and 1)
  57984. * @param factor defines the limit velocity value to affect to the specified gradient
  57985. * @returns the current particle system
  57986. */
  57987. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57988. /**
  57989. * Remove a specific limit velocity gradient
  57990. * @param gradient defines the gradient to remove
  57991. * @returns the current particle system
  57992. */
  57993. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57994. /**
  57995. * Adds a new drag gradient
  57996. * @param gradient defines the gradient to use (between 0 and 1)
  57997. * @param factor defines the drag value to affect to the specified gradient
  57998. * @returns the current particle system
  57999. */
  58000. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58001. /**
  58002. * Remove a specific drag gradient
  58003. * @param gradient defines the gradient to remove
  58004. * @returns the current particle system
  58005. */
  58006. removeDragGradient(gradient: number): GPUParticleSystem;
  58007. /**
  58008. * Not supported by GPUParticleSystem
  58009. * @param gradient defines the gradient to use (between 0 and 1)
  58010. * @param factor defines the emit rate value to affect to the specified gradient
  58011. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58012. * @returns the current particle system
  58013. */
  58014. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58015. /**
  58016. * Not supported by GPUParticleSystem
  58017. * @param gradient defines the gradient to remove
  58018. * @returns the current particle system
  58019. */
  58020. removeEmitRateGradient(gradient: number): IParticleSystem;
  58021. /**
  58022. * Not supported by GPUParticleSystem
  58023. * @param gradient defines the gradient to use (between 0 and 1)
  58024. * @param factor defines the start size value to affect to the specified gradient
  58025. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58026. * @returns the current particle system
  58027. */
  58028. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58029. /**
  58030. * Not supported by GPUParticleSystem
  58031. * @param gradient defines the gradient to remove
  58032. * @returns the current particle system
  58033. */
  58034. removeStartSizeGradient(gradient: number): IParticleSystem;
  58035. /**
  58036. * Not supported by GPUParticleSystem
  58037. * @param gradient defines the gradient to use (between 0 and 1)
  58038. * @param min defines the color remap minimal range
  58039. * @param max defines the color remap maximal range
  58040. * @returns the current particle system
  58041. */
  58042. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58043. /**
  58044. * Not supported by GPUParticleSystem
  58045. * @param gradient defines the gradient to remove
  58046. * @returns the current particle system
  58047. */
  58048. removeColorRemapGradient(): IParticleSystem;
  58049. /**
  58050. * Not supported by GPUParticleSystem
  58051. * @param gradient defines the gradient to use (between 0 and 1)
  58052. * @param min defines the alpha remap minimal range
  58053. * @param max defines the alpha remap maximal range
  58054. * @returns the current particle system
  58055. */
  58056. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58057. /**
  58058. * Not supported by GPUParticleSystem
  58059. * @param gradient defines the gradient to remove
  58060. * @returns the current particle system
  58061. */
  58062. removeAlphaRemapGradient(): IParticleSystem;
  58063. /**
  58064. * Not supported by GPUParticleSystem
  58065. * @param gradient defines the gradient to use (between 0 and 1)
  58066. * @param color defines the color to affect to the specified gradient
  58067. * @returns the current particle system
  58068. */
  58069. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58070. /**
  58071. * Not supported by GPUParticleSystem
  58072. * @param gradient defines the gradient to remove
  58073. * @returns the current particle system
  58074. */
  58075. removeRampGradient(): IParticleSystem;
  58076. /**
  58077. * Not supported by GPUParticleSystem
  58078. * @returns the list of ramp gradients
  58079. */
  58080. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58081. /**
  58082. * Not supported by GPUParticleSystem
  58083. * Gets or sets a boolean indicating that ramp gradients must be used
  58084. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58085. */
  58086. useRampGradients: boolean;
  58087. /**
  58088. * Not supported by GPUParticleSystem
  58089. * @param gradient defines the gradient to use (between 0 and 1)
  58090. * @param factor defines the life time factor to affect to the specified gradient
  58091. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58092. * @returns the current particle system
  58093. */
  58094. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58095. /**
  58096. * Not supported by GPUParticleSystem
  58097. * @param gradient defines the gradient to remove
  58098. * @returns the current particle system
  58099. */
  58100. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58101. /**
  58102. * Instantiates a GPU particle system.
  58103. * 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.
  58104. * @param name The name of the particle system
  58105. * @param options The options used to create the system
  58106. * @param scene The scene the particle system belongs to
  58107. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58108. */
  58109. constructor(name: string, options: Partial<{
  58110. capacity: number;
  58111. randomTextureSize: number;
  58112. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58113. protected _reset(): void;
  58114. private _createUpdateVAO;
  58115. private _createRenderVAO;
  58116. private _initialize;
  58117. /** @hidden */
  58118. _recreateUpdateEffect(): void;
  58119. /** @hidden */
  58120. _recreateRenderEffect(): void;
  58121. /**
  58122. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58123. * @param preWarm defines if we are in the pre-warmimg phase
  58124. */
  58125. animate(preWarm?: boolean): void;
  58126. private _createFactorGradientTexture;
  58127. private _createSizeGradientTexture;
  58128. private _createAngularSpeedGradientTexture;
  58129. private _createVelocityGradientTexture;
  58130. private _createLimitVelocityGradientTexture;
  58131. private _createDragGradientTexture;
  58132. private _createColorGradientTexture;
  58133. /**
  58134. * Renders the particle system in its current state
  58135. * @param preWarm defines if the system should only update the particles but not render them
  58136. * @returns the current number of particles
  58137. */
  58138. render(preWarm?: boolean): number;
  58139. /**
  58140. * Rebuilds the particle system
  58141. */
  58142. rebuild(): void;
  58143. private _releaseBuffers;
  58144. private _releaseVAOs;
  58145. /**
  58146. * Disposes the particle system and free the associated resources
  58147. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58148. */
  58149. dispose(disposeTexture?: boolean): void;
  58150. /**
  58151. * Clones the particle system.
  58152. * @param name The name of the cloned object
  58153. * @param newEmitter The new emitter to use
  58154. * @returns the cloned particle system
  58155. */
  58156. clone(name: string, newEmitter: any): GPUParticleSystem;
  58157. /**
  58158. * Serializes the particle system to a JSON object.
  58159. * @returns the JSON object
  58160. */
  58161. serialize(): any;
  58162. /**
  58163. * Parses a JSON object to create a GPU particle system.
  58164. * @param parsedParticleSystem The JSON object to parse
  58165. * @param scene The scene to create the particle system in
  58166. * @param rootUrl The root url to use to load external dependencies like texture
  58167. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58168. * @returns the parsed GPU particle system
  58169. */
  58170. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58171. }
  58172. }
  58173. declare module "babylonjs/Particles/particleSystemSet" {
  58174. import { Nullable } from "babylonjs/types";
  58175. import { Color3 } from "babylonjs/Maths/math.color";
  58176. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58178. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58179. import { Scene, IDisposable } from "babylonjs/scene";
  58180. /**
  58181. * Represents a set of particle systems working together to create a specific effect
  58182. */
  58183. export class ParticleSystemSet implements IDisposable {
  58184. private _emitterCreationOptions;
  58185. private _emitterNode;
  58186. /**
  58187. * Gets the particle system list
  58188. */
  58189. systems: IParticleSystem[];
  58190. /**
  58191. * Gets the emitter node used with this set
  58192. */
  58193. readonly emitterNode: Nullable<TransformNode>;
  58194. /**
  58195. * Creates a new emitter mesh as a sphere
  58196. * @param options defines the options used to create the sphere
  58197. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58198. * @param scene defines the hosting scene
  58199. */
  58200. setEmitterAsSphere(options: {
  58201. diameter: number;
  58202. segments: number;
  58203. color: Color3;
  58204. }, renderingGroupId: number, scene: Scene): void;
  58205. /**
  58206. * Starts all particle systems of the set
  58207. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58208. */
  58209. start(emitter?: AbstractMesh): void;
  58210. /**
  58211. * Release all associated resources
  58212. */
  58213. dispose(): void;
  58214. /**
  58215. * Serialize the set into a JSON compatible object
  58216. * @returns a JSON compatible representation of the set
  58217. */
  58218. serialize(): any;
  58219. /**
  58220. * Parse a new ParticleSystemSet from a serialized source
  58221. * @param data defines a JSON compatible representation of the set
  58222. * @param scene defines the hosting scene
  58223. * @param gpu defines if we want GPU particles or CPU particles
  58224. * @returns a new ParticleSystemSet
  58225. */
  58226. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58227. }
  58228. }
  58229. declare module "babylonjs/Particles/particleHelper" {
  58230. import { Nullable } from "babylonjs/types";
  58231. import { Scene } from "babylonjs/scene";
  58232. import { Vector3 } from "babylonjs/Maths/math.vector";
  58233. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58234. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58235. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58236. /**
  58237. * This class is made for on one-liner static method to help creating particle system set.
  58238. */
  58239. export class ParticleHelper {
  58240. /**
  58241. * Gets or sets base Assets URL
  58242. */
  58243. static BaseAssetsUrl: string;
  58244. /**
  58245. * Create a default particle system that you can tweak
  58246. * @param emitter defines the emitter to use
  58247. * @param capacity defines the system capacity (default is 500 particles)
  58248. * @param scene defines the hosting scene
  58249. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58250. * @returns the new Particle system
  58251. */
  58252. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58253. /**
  58254. * This is the main static method (one-liner) of this helper to create different particle systems
  58255. * @param type This string represents the type to the particle system to create
  58256. * @param scene The scene where the particle system should live
  58257. * @param gpu If the system will use gpu
  58258. * @returns the ParticleSystemSet created
  58259. */
  58260. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58261. /**
  58262. * Static function used to export a particle system to a ParticleSystemSet variable.
  58263. * Please note that the emitter shape is not exported
  58264. * @param systems defines the particle systems to export
  58265. * @returns the created particle system set
  58266. */
  58267. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58268. }
  58269. }
  58270. declare module "babylonjs/Particles/particleSystemComponent" {
  58271. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58272. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58273. import "babylonjs/Shaders/particles.vertex";
  58274. module "babylonjs/Engines/engine" {
  58275. interface Engine {
  58276. /**
  58277. * Create an effect to use with particle systems.
  58278. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58279. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58280. * @param uniformsNames defines a list of attribute names
  58281. * @param samplers defines an array of string used to represent textures
  58282. * @param defines defines the string containing the defines to use to compile the shaders
  58283. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58284. * @param onCompiled defines a function to call when the effect creation is successful
  58285. * @param onError defines a function to call when the effect creation has failed
  58286. * @returns the new Effect
  58287. */
  58288. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58289. }
  58290. }
  58291. module "babylonjs/Meshes/mesh" {
  58292. interface Mesh {
  58293. /**
  58294. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58295. * @returns an array of IParticleSystem
  58296. */
  58297. getEmittedParticleSystems(): IParticleSystem[];
  58298. /**
  58299. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58300. * @returns an array of IParticleSystem
  58301. */
  58302. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58303. }
  58304. }
  58305. /**
  58306. * @hidden
  58307. */
  58308. export var _IDoNeedToBeInTheBuild: number;
  58309. }
  58310. declare module "babylonjs/Particles/index" {
  58311. export * from "babylonjs/Particles/baseParticleSystem";
  58312. export * from "babylonjs/Particles/EmitterTypes/index";
  58313. export * from "babylonjs/Particles/gpuParticleSystem";
  58314. export * from "babylonjs/Particles/IParticleSystem";
  58315. export * from "babylonjs/Particles/particle";
  58316. export * from "babylonjs/Particles/particleHelper";
  58317. export * from "babylonjs/Particles/particleSystem";
  58318. export * from "babylonjs/Particles/particleSystemComponent";
  58319. export * from "babylonjs/Particles/particleSystemSet";
  58320. export * from "babylonjs/Particles/solidParticle";
  58321. export * from "babylonjs/Particles/solidParticleSystem";
  58322. export * from "babylonjs/Particles/subEmitter";
  58323. }
  58324. declare module "babylonjs/Physics/physicsEngineComponent" {
  58325. import { Nullable } from "babylonjs/types";
  58326. import { Observable, Observer } from "babylonjs/Misc/observable";
  58327. import { Vector3 } from "babylonjs/Maths/math.vector";
  58328. import { Mesh } from "babylonjs/Meshes/mesh";
  58329. import { ISceneComponent } from "babylonjs/sceneComponent";
  58330. import { Scene } from "babylonjs/scene";
  58331. import { Node } from "babylonjs/node";
  58332. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58333. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58334. module "babylonjs/scene" {
  58335. interface Scene {
  58336. /** @hidden (Backing field) */
  58337. _physicsEngine: Nullable<IPhysicsEngine>;
  58338. /**
  58339. * Gets the current physics engine
  58340. * @returns a IPhysicsEngine or null if none attached
  58341. */
  58342. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58343. /**
  58344. * Enables physics to the current scene
  58345. * @param gravity defines the scene's gravity for the physics engine
  58346. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58347. * @return a boolean indicating if the physics engine was initialized
  58348. */
  58349. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58350. /**
  58351. * Disables and disposes the physics engine associated with the scene
  58352. */
  58353. disablePhysicsEngine(): void;
  58354. /**
  58355. * Gets a boolean indicating if there is an active physics engine
  58356. * @returns a boolean indicating if there is an active physics engine
  58357. */
  58358. isPhysicsEnabled(): boolean;
  58359. /**
  58360. * Deletes a physics compound impostor
  58361. * @param compound defines the compound to delete
  58362. */
  58363. deleteCompoundImpostor(compound: any): void;
  58364. /**
  58365. * An event triggered when physic simulation is about to be run
  58366. */
  58367. onBeforePhysicsObservable: Observable<Scene>;
  58368. /**
  58369. * An event triggered when physic simulation has been done
  58370. */
  58371. onAfterPhysicsObservable: Observable<Scene>;
  58372. }
  58373. }
  58374. module "babylonjs/Meshes/abstractMesh" {
  58375. interface AbstractMesh {
  58376. /** @hidden */
  58377. _physicsImpostor: Nullable<PhysicsImpostor>;
  58378. /**
  58379. * Gets or sets impostor used for physic simulation
  58380. * @see http://doc.babylonjs.com/features/physics_engine
  58381. */
  58382. physicsImpostor: Nullable<PhysicsImpostor>;
  58383. /**
  58384. * Gets the current physics impostor
  58385. * @see http://doc.babylonjs.com/features/physics_engine
  58386. * @returns a physics impostor or null
  58387. */
  58388. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58389. /** Apply a physic impulse to the mesh
  58390. * @param force defines the force to apply
  58391. * @param contactPoint defines where to apply the force
  58392. * @returns the current mesh
  58393. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58394. */
  58395. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58396. /**
  58397. * Creates a physic joint between two meshes
  58398. * @param otherMesh defines the other mesh to use
  58399. * @param pivot1 defines the pivot to use on this mesh
  58400. * @param pivot2 defines the pivot to use on the other mesh
  58401. * @param options defines additional options (can be plugin dependent)
  58402. * @returns the current mesh
  58403. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58404. */
  58405. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58406. /** @hidden */
  58407. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58408. }
  58409. }
  58410. /**
  58411. * Defines the physics engine scene component responsible to manage a physics engine
  58412. */
  58413. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58414. /**
  58415. * The component name helpful to identify the component in the list of scene components.
  58416. */
  58417. readonly name: string;
  58418. /**
  58419. * The scene the component belongs to.
  58420. */
  58421. scene: Scene;
  58422. /**
  58423. * Creates a new instance of the component for the given scene
  58424. * @param scene Defines the scene to register the component in
  58425. */
  58426. constructor(scene: Scene);
  58427. /**
  58428. * Registers the component in a given scene
  58429. */
  58430. register(): void;
  58431. /**
  58432. * Rebuilds the elements related to this component in case of
  58433. * context lost for instance.
  58434. */
  58435. rebuild(): void;
  58436. /**
  58437. * Disposes the component and the associated ressources
  58438. */
  58439. dispose(): void;
  58440. }
  58441. }
  58442. declare module "babylonjs/Physics/physicsHelper" {
  58443. import { Nullable } from "babylonjs/types";
  58444. import { Vector3 } from "babylonjs/Maths/math.vector";
  58445. import { Mesh } from "babylonjs/Meshes/mesh";
  58446. import { Scene } from "babylonjs/scene";
  58447. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58448. /**
  58449. * A helper for physics simulations
  58450. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58451. */
  58452. export class PhysicsHelper {
  58453. private _scene;
  58454. private _physicsEngine;
  58455. /**
  58456. * Initializes the Physics helper
  58457. * @param scene Babylon.js scene
  58458. */
  58459. constructor(scene: Scene);
  58460. /**
  58461. * Applies a radial explosion impulse
  58462. * @param origin the origin of the explosion
  58463. * @param radiusOrEventOptions the radius or the options of radial explosion
  58464. * @param strength the explosion strength
  58465. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58466. * @returns A physics radial explosion event, or null
  58467. */
  58468. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58469. /**
  58470. * Applies a radial explosion force
  58471. * @param origin the origin of the explosion
  58472. * @param radiusOrEventOptions the radius or the options of radial explosion
  58473. * @param strength the explosion strength
  58474. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58475. * @returns A physics radial explosion event, or null
  58476. */
  58477. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58478. /**
  58479. * Creates a gravitational field
  58480. * @param origin the origin of the explosion
  58481. * @param radiusOrEventOptions the radius or the options of radial explosion
  58482. * @param strength the explosion strength
  58483. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58484. * @returns A physics gravitational field event, or null
  58485. */
  58486. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58487. /**
  58488. * Creates a physics updraft event
  58489. * @param origin the origin of the updraft
  58490. * @param radiusOrEventOptions the radius or the options of the updraft
  58491. * @param strength the strength of the updraft
  58492. * @param height the height of the updraft
  58493. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58494. * @returns A physics updraft event, or null
  58495. */
  58496. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58497. /**
  58498. * Creates a physics vortex event
  58499. * @param origin the of the vortex
  58500. * @param radiusOrEventOptions the radius or the options of the vortex
  58501. * @param strength the strength of the vortex
  58502. * @param height the height of the vortex
  58503. * @returns a Physics vortex event, or null
  58504. * A physics vortex event or null
  58505. */
  58506. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58507. }
  58508. /**
  58509. * Represents a physics radial explosion event
  58510. */
  58511. class PhysicsRadialExplosionEvent {
  58512. private _scene;
  58513. private _options;
  58514. private _sphere;
  58515. private _dataFetched;
  58516. /**
  58517. * Initializes a radial explosioin event
  58518. * @param _scene BabylonJS scene
  58519. * @param _options The options for the vortex event
  58520. */
  58521. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58522. /**
  58523. * Returns the data related to the radial explosion event (sphere).
  58524. * @returns The radial explosion event data
  58525. */
  58526. getData(): PhysicsRadialExplosionEventData;
  58527. /**
  58528. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58529. * @param impostor A physics imposter
  58530. * @param origin the origin of the explosion
  58531. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58532. */
  58533. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58534. /**
  58535. * Triggers affecterd impostors callbacks
  58536. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58537. */
  58538. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58539. /**
  58540. * Disposes the sphere.
  58541. * @param force Specifies if the sphere should be disposed by force
  58542. */
  58543. dispose(force?: boolean): void;
  58544. /*** Helpers ***/
  58545. private _prepareSphere;
  58546. private _intersectsWithSphere;
  58547. }
  58548. /**
  58549. * Represents a gravitational field event
  58550. */
  58551. class PhysicsGravitationalFieldEvent {
  58552. private _physicsHelper;
  58553. private _scene;
  58554. private _origin;
  58555. private _options;
  58556. private _tickCallback;
  58557. private _sphere;
  58558. private _dataFetched;
  58559. /**
  58560. * Initializes the physics gravitational field event
  58561. * @param _physicsHelper A physics helper
  58562. * @param _scene BabylonJS scene
  58563. * @param _origin The origin position of the gravitational field event
  58564. * @param _options The options for the vortex event
  58565. */
  58566. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58567. /**
  58568. * Returns the data related to the gravitational field event (sphere).
  58569. * @returns A gravitational field event
  58570. */
  58571. getData(): PhysicsGravitationalFieldEventData;
  58572. /**
  58573. * Enables the gravitational field.
  58574. */
  58575. enable(): void;
  58576. /**
  58577. * Disables the gravitational field.
  58578. */
  58579. disable(): void;
  58580. /**
  58581. * Disposes the sphere.
  58582. * @param force The force to dispose from the gravitational field event
  58583. */
  58584. dispose(force?: boolean): void;
  58585. private _tick;
  58586. }
  58587. /**
  58588. * Represents a physics updraft event
  58589. */
  58590. class PhysicsUpdraftEvent {
  58591. private _scene;
  58592. private _origin;
  58593. private _options;
  58594. private _physicsEngine;
  58595. private _originTop;
  58596. private _originDirection;
  58597. private _tickCallback;
  58598. private _cylinder;
  58599. private _cylinderPosition;
  58600. private _dataFetched;
  58601. /**
  58602. * Initializes the physics updraft event
  58603. * @param _scene BabylonJS scene
  58604. * @param _origin The origin position of the updraft
  58605. * @param _options The options for the updraft event
  58606. */
  58607. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58608. /**
  58609. * Returns the data related to the updraft event (cylinder).
  58610. * @returns A physics updraft event
  58611. */
  58612. getData(): PhysicsUpdraftEventData;
  58613. /**
  58614. * Enables the updraft.
  58615. */
  58616. enable(): void;
  58617. /**
  58618. * Disables the updraft.
  58619. */
  58620. disable(): void;
  58621. /**
  58622. * Disposes the cylinder.
  58623. * @param force Specifies if the updraft should be disposed by force
  58624. */
  58625. dispose(force?: boolean): void;
  58626. private getImpostorHitData;
  58627. private _tick;
  58628. /*** Helpers ***/
  58629. private _prepareCylinder;
  58630. private _intersectsWithCylinder;
  58631. }
  58632. /**
  58633. * Represents a physics vortex event
  58634. */
  58635. class PhysicsVortexEvent {
  58636. private _scene;
  58637. private _origin;
  58638. private _options;
  58639. private _physicsEngine;
  58640. private _originTop;
  58641. private _tickCallback;
  58642. private _cylinder;
  58643. private _cylinderPosition;
  58644. private _dataFetched;
  58645. /**
  58646. * Initializes the physics vortex event
  58647. * @param _scene The BabylonJS scene
  58648. * @param _origin The origin position of the vortex
  58649. * @param _options The options for the vortex event
  58650. */
  58651. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58652. /**
  58653. * Returns the data related to the vortex event (cylinder).
  58654. * @returns The physics vortex event data
  58655. */
  58656. getData(): PhysicsVortexEventData;
  58657. /**
  58658. * Enables the vortex.
  58659. */
  58660. enable(): void;
  58661. /**
  58662. * Disables the cortex.
  58663. */
  58664. disable(): void;
  58665. /**
  58666. * Disposes the sphere.
  58667. * @param force
  58668. */
  58669. dispose(force?: boolean): void;
  58670. private getImpostorHitData;
  58671. private _tick;
  58672. /*** Helpers ***/
  58673. private _prepareCylinder;
  58674. private _intersectsWithCylinder;
  58675. }
  58676. /**
  58677. * Options fot the radial explosion event
  58678. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58679. */
  58680. export class PhysicsRadialExplosionEventOptions {
  58681. /**
  58682. * The radius of the sphere for the radial explosion.
  58683. */
  58684. radius: number;
  58685. /**
  58686. * The strenth of the explosion.
  58687. */
  58688. strength: number;
  58689. /**
  58690. * The strenght of the force in correspondence to the distance of the affected object
  58691. */
  58692. falloff: PhysicsRadialImpulseFalloff;
  58693. /**
  58694. * Sphere options for the radial explosion.
  58695. */
  58696. sphere: {
  58697. segments: number;
  58698. diameter: number;
  58699. };
  58700. /**
  58701. * Sphere options for the radial explosion.
  58702. */
  58703. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58704. }
  58705. /**
  58706. * Options fot the updraft event
  58707. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58708. */
  58709. export class PhysicsUpdraftEventOptions {
  58710. /**
  58711. * The radius of the cylinder for the vortex
  58712. */
  58713. radius: number;
  58714. /**
  58715. * The strenth of the updraft.
  58716. */
  58717. strength: number;
  58718. /**
  58719. * The height of the cylinder for the updraft.
  58720. */
  58721. height: number;
  58722. /**
  58723. * The mode for the the updraft.
  58724. */
  58725. updraftMode: PhysicsUpdraftMode;
  58726. }
  58727. /**
  58728. * Options fot the vortex event
  58729. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58730. */
  58731. export class PhysicsVortexEventOptions {
  58732. /**
  58733. * The radius of the cylinder for the vortex
  58734. */
  58735. radius: number;
  58736. /**
  58737. * The strenth of the vortex.
  58738. */
  58739. strength: number;
  58740. /**
  58741. * The height of the cylinder for the vortex.
  58742. */
  58743. height: number;
  58744. /**
  58745. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58746. */
  58747. centripetalForceThreshold: number;
  58748. /**
  58749. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58750. */
  58751. centripetalForceMultiplier: number;
  58752. /**
  58753. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58754. */
  58755. centrifugalForceMultiplier: number;
  58756. /**
  58757. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58758. */
  58759. updraftForceMultiplier: number;
  58760. }
  58761. /**
  58762. * The strenght of the force in correspondence to the distance of the affected object
  58763. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58764. */
  58765. export enum PhysicsRadialImpulseFalloff {
  58766. /** Defines that impulse is constant in strength across it's whole radius */
  58767. Constant = 0,
  58768. /** Defines that impulse gets weaker if it's further from the origin */
  58769. Linear = 1
  58770. }
  58771. /**
  58772. * The strength of the force in correspondence to the distance of the affected object
  58773. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58774. */
  58775. export enum PhysicsUpdraftMode {
  58776. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58777. Center = 0,
  58778. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58779. Perpendicular = 1
  58780. }
  58781. /**
  58782. * Interface for a physics hit data
  58783. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58784. */
  58785. export interface PhysicsHitData {
  58786. /**
  58787. * The force applied at the contact point
  58788. */
  58789. force: Vector3;
  58790. /**
  58791. * The contact point
  58792. */
  58793. contactPoint: Vector3;
  58794. /**
  58795. * The distance from the origin to the contact point
  58796. */
  58797. distanceFromOrigin: number;
  58798. }
  58799. /**
  58800. * Interface for radial explosion event data
  58801. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58802. */
  58803. export interface PhysicsRadialExplosionEventData {
  58804. /**
  58805. * A sphere used for the radial explosion event
  58806. */
  58807. sphere: Mesh;
  58808. }
  58809. /**
  58810. * Interface for gravitational field event data
  58811. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58812. */
  58813. export interface PhysicsGravitationalFieldEventData {
  58814. /**
  58815. * A sphere mesh used for the gravitational field event
  58816. */
  58817. sphere: Mesh;
  58818. }
  58819. /**
  58820. * Interface for updraft event data
  58821. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58822. */
  58823. export interface PhysicsUpdraftEventData {
  58824. /**
  58825. * A cylinder used for the updraft event
  58826. */
  58827. cylinder: Mesh;
  58828. }
  58829. /**
  58830. * Interface for vortex event data
  58831. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58832. */
  58833. export interface PhysicsVortexEventData {
  58834. /**
  58835. * A cylinder used for the vortex event
  58836. */
  58837. cylinder: Mesh;
  58838. }
  58839. /**
  58840. * Interface for an affected physics impostor
  58841. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58842. */
  58843. export interface PhysicsAffectedImpostorWithData {
  58844. /**
  58845. * The impostor affected by the effect
  58846. */
  58847. impostor: PhysicsImpostor;
  58848. /**
  58849. * The data about the hit/horce from the explosion
  58850. */
  58851. hitData: PhysicsHitData;
  58852. }
  58853. }
  58854. declare module "babylonjs/Physics/Plugins/index" {
  58855. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58856. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58857. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58858. }
  58859. declare module "babylonjs/Physics/index" {
  58860. export * from "babylonjs/Physics/IPhysicsEngine";
  58861. export * from "babylonjs/Physics/physicsEngine";
  58862. export * from "babylonjs/Physics/physicsEngineComponent";
  58863. export * from "babylonjs/Physics/physicsHelper";
  58864. export * from "babylonjs/Physics/physicsImpostor";
  58865. export * from "babylonjs/Physics/physicsJoint";
  58866. export * from "babylonjs/Physics/Plugins/index";
  58867. }
  58868. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  58869. /** @hidden */
  58870. export var blackAndWhitePixelShader: {
  58871. name: string;
  58872. shader: string;
  58873. };
  58874. }
  58875. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  58876. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58877. import { Camera } from "babylonjs/Cameras/camera";
  58878. import { Engine } from "babylonjs/Engines/engine";
  58879. import "babylonjs/Shaders/blackAndWhite.fragment";
  58880. /**
  58881. * Post process used to render in black and white
  58882. */
  58883. export class BlackAndWhitePostProcess extends PostProcess {
  58884. /**
  58885. * Linear about to convert he result to black and white (default: 1)
  58886. */
  58887. degree: number;
  58888. /**
  58889. * Creates a black and white post process
  58890. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  58891. * @param name The name of the effect.
  58892. * @param options The required width/height ratio to downsize to before computing the render pass.
  58893. * @param camera The camera to apply the render pass to.
  58894. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58895. * @param engine The engine which the post process will be applied. (default: current engine)
  58896. * @param reusable If the post process can be reused on the same frame. (default: false)
  58897. */
  58898. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58899. }
  58900. }
  58901. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  58902. import { Nullable } from "babylonjs/types";
  58903. import { Camera } from "babylonjs/Cameras/camera";
  58904. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58905. import { Engine } from "babylonjs/Engines/engine";
  58906. /**
  58907. * This represents a set of one or more post processes in Babylon.
  58908. * A post process can be used to apply a shader to a texture after it is rendered.
  58909. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  58910. */
  58911. export class PostProcessRenderEffect {
  58912. private _postProcesses;
  58913. private _getPostProcesses;
  58914. private _singleInstance;
  58915. private _cameras;
  58916. private _indicesForCamera;
  58917. /**
  58918. * Name of the effect
  58919. * @hidden
  58920. */
  58921. _name: string;
  58922. /**
  58923. * Instantiates a post process render effect.
  58924. * A post process can be used to apply a shader to a texture after it is rendered.
  58925. * @param engine The engine the effect is tied to
  58926. * @param name The name of the effect
  58927. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  58928. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  58929. */
  58930. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  58931. /**
  58932. * Checks if all the post processes in the effect are supported.
  58933. */
  58934. readonly isSupported: boolean;
  58935. /**
  58936. * Updates the current state of the effect
  58937. * @hidden
  58938. */
  58939. _update(): void;
  58940. /**
  58941. * Attaches the effect on cameras
  58942. * @param cameras The camera to attach to.
  58943. * @hidden
  58944. */
  58945. _attachCameras(cameras: Camera): void;
  58946. /**
  58947. * Attaches the effect on cameras
  58948. * @param cameras The camera to attach to.
  58949. * @hidden
  58950. */
  58951. _attachCameras(cameras: Camera[]): void;
  58952. /**
  58953. * Detaches the effect on cameras
  58954. * @param cameras The camera to detatch from.
  58955. * @hidden
  58956. */
  58957. _detachCameras(cameras: Camera): void;
  58958. /**
  58959. * Detatches the effect on cameras
  58960. * @param cameras The camera to detatch from.
  58961. * @hidden
  58962. */
  58963. _detachCameras(cameras: Camera[]): void;
  58964. /**
  58965. * Enables the effect on given cameras
  58966. * @param cameras The camera to enable.
  58967. * @hidden
  58968. */
  58969. _enable(cameras: Camera): void;
  58970. /**
  58971. * Enables the effect on given cameras
  58972. * @param cameras The camera to enable.
  58973. * @hidden
  58974. */
  58975. _enable(cameras: Nullable<Camera[]>): void;
  58976. /**
  58977. * Disables the effect on the given cameras
  58978. * @param cameras The camera to disable.
  58979. * @hidden
  58980. */
  58981. _disable(cameras: Camera): void;
  58982. /**
  58983. * Disables the effect on the given cameras
  58984. * @param cameras The camera to disable.
  58985. * @hidden
  58986. */
  58987. _disable(cameras: Nullable<Camera[]>): void;
  58988. /**
  58989. * Gets a list of the post processes contained in the effect.
  58990. * @param camera The camera to get the post processes on.
  58991. * @returns The list of the post processes in the effect.
  58992. */
  58993. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  58994. }
  58995. }
  58996. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  58997. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58998. /** @hidden */
  58999. export var extractHighlightsPixelShader: {
  59000. name: string;
  59001. shader: string;
  59002. };
  59003. }
  59004. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59005. import { Nullable } from "babylonjs/types";
  59006. import { Camera } from "babylonjs/Cameras/camera";
  59007. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59008. import { Engine } from "babylonjs/Engines/engine";
  59009. import "babylonjs/Shaders/extractHighlights.fragment";
  59010. /**
  59011. * 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.
  59012. */
  59013. export class ExtractHighlightsPostProcess extends PostProcess {
  59014. /**
  59015. * The luminance threshold, pixels below this value will be set to black.
  59016. */
  59017. threshold: number;
  59018. /** @hidden */
  59019. _exposure: number;
  59020. /**
  59021. * Post process which has the input texture to be used when performing highlight extraction
  59022. * @hidden
  59023. */
  59024. _inputPostProcess: Nullable<PostProcess>;
  59025. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59026. }
  59027. }
  59028. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59029. /** @hidden */
  59030. export var bloomMergePixelShader: {
  59031. name: string;
  59032. shader: string;
  59033. };
  59034. }
  59035. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59036. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59037. import { Nullable } from "babylonjs/types";
  59038. import { Engine } from "babylonjs/Engines/engine";
  59039. import { Camera } from "babylonjs/Cameras/camera";
  59040. import "babylonjs/Shaders/bloomMerge.fragment";
  59041. /**
  59042. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59043. */
  59044. export class BloomMergePostProcess extends PostProcess {
  59045. /** Weight of the bloom to be added to the original input. */
  59046. weight: number;
  59047. /**
  59048. * Creates a new instance of @see BloomMergePostProcess
  59049. * @param name The name of the effect.
  59050. * @param originalFromInput Post process which's input will be used for the merge.
  59051. * @param blurred Blurred highlights post process which's output will be used.
  59052. * @param weight Weight of the bloom to be added to the original input.
  59053. * @param options The required width/height ratio to downsize to before computing the render pass.
  59054. * @param camera The camera to apply the render pass to.
  59055. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59056. * @param engine The engine which the post process will be applied. (default: current engine)
  59057. * @param reusable If the post process can be reused on the same frame. (default: false)
  59058. * @param textureType Type of textures used when performing the post process. (default: 0)
  59059. * @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)
  59060. */
  59061. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59062. /** Weight of the bloom to be added to the original input. */
  59063. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59064. }
  59065. }
  59066. declare module "babylonjs/PostProcesses/bloomEffect" {
  59067. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59068. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59069. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59070. import { Camera } from "babylonjs/Cameras/camera";
  59071. import { Scene } from "babylonjs/scene";
  59072. /**
  59073. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59074. */
  59075. export class BloomEffect extends PostProcessRenderEffect {
  59076. private bloomScale;
  59077. /**
  59078. * @hidden Internal
  59079. */
  59080. _effects: Array<PostProcess>;
  59081. /**
  59082. * @hidden Internal
  59083. */
  59084. _downscale: ExtractHighlightsPostProcess;
  59085. private _blurX;
  59086. private _blurY;
  59087. private _merge;
  59088. /**
  59089. * The luminance threshold to find bright areas of the image to bloom.
  59090. */
  59091. threshold: number;
  59092. /**
  59093. * The strength of the bloom.
  59094. */
  59095. weight: number;
  59096. /**
  59097. * Specifies the size of the bloom blur kernel, relative to the final output size
  59098. */
  59099. kernel: number;
  59100. /**
  59101. * Creates a new instance of @see BloomEffect
  59102. * @param scene The scene the effect belongs to.
  59103. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59104. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59105. * @param bloomWeight The the strength of bloom.
  59106. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59107. * @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)
  59108. */
  59109. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59110. /**
  59111. * Disposes each of the internal effects for a given camera.
  59112. * @param camera The camera to dispose the effect on.
  59113. */
  59114. disposeEffects(camera: Camera): void;
  59115. /**
  59116. * @hidden Internal
  59117. */
  59118. _updateEffects(): void;
  59119. /**
  59120. * Internal
  59121. * @returns if all the contained post processes are ready.
  59122. * @hidden
  59123. */
  59124. _isReady(): boolean;
  59125. }
  59126. }
  59127. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59128. /** @hidden */
  59129. export var chromaticAberrationPixelShader: {
  59130. name: string;
  59131. shader: string;
  59132. };
  59133. }
  59134. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59135. import { Vector2 } from "babylonjs/Maths/math.vector";
  59136. import { Nullable } from "babylonjs/types";
  59137. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59138. import { Camera } from "babylonjs/Cameras/camera";
  59139. import { Engine } from "babylonjs/Engines/engine";
  59140. import "babylonjs/Shaders/chromaticAberration.fragment";
  59141. /**
  59142. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59143. */
  59144. export class ChromaticAberrationPostProcess extends PostProcess {
  59145. /**
  59146. * The amount of seperation of rgb channels (default: 30)
  59147. */
  59148. aberrationAmount: number;
  59149. /**
  59150. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59151. */
  59152. radialIntensity: number;
  59153. /**
  59154. * 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))
  59155. */
  59156. direction: Vector2;
  59157. /**
  59158. * 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))
  59159. */
  59160. centerPosition: Vector2;
  59161. /**
  59162. * Creates a new instance ChromaticAberrationPostProcess
  59163. * @param name The name of the effect.
  59164. * @param screenWidth The width of the screen to apply the effect on.
  59165. * @param screenHeight The height of the screen to apply the effect on.
  59166. * @param options The required width/height ratio to downsize to before computing the render pass.
  59167. * @param camera The camera to apply the render pass to.
  59168. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59169. * @param engine The engine which the post process will be applied. (default: current engine)
  59170. * @param reusable If the post process can be reused on the same frame. (default: false)
  59171. * @param textureType Type of textures used when performing the post process. (default: 0)
  59172. * @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)
  59173. */
  59174. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59175. }
  59176. }
  59177. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59178. /** @hidden */
  59179. export var circleOfConfusionPixelShader: {
  59180. name: string;
  59181. shader: string;
  59182. };
  59183. }
  59184. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59185. import { Nullable } from "babylonjs/types";
  59186. import { Engine } from "babylonjs/Engines/engine";
  59187. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59188. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59189. import { Camera } from "babylonjs/Cameras/camera";
  59190. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59191. /**
  59192. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59193. */
  59194. export class CircleOfConfusionPostProcess extends PostProcess {
  59195. /**
  59196. * 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.
  59197. */
  59198. lensSize: number;
  59199. /**
  59200. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59201. */
  59202. fStop: number;
  59203. /**
  59204. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59205. */
  59206. focusDistance: number;
  59207. /**
  59208. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59209. */
  59210. focalLength: number;
  59211. private _depthTexture;
  59212. /**
  59213. * Creates a new instance CircleOfConfusionPostProcess
  59214. * @param name The name of the effect.
  59215. * @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.
  59216. * @param options The required width/height ratio to downsize to before computing the render pass.
  59217. * @param camera The camera to apply the render pass to.
  59218. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59219. * @param engine The engine which the post process will be applied. (default: current engine)
  59220. * @param reusable If the post process can be reused on the same frame. (default: false)
  59221. * @param textureType Type of textures used when performing the post process. (default: 0)
  59222. * @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)
  59223. */
  59224. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59225. /**
  59226. * 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.
  59227. */
  59228. depthTexture: RenderTargetTexture;
  59229. }
  59230. }
  59231. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59232. /** @hidden */
  59233. export var colorCorrectionPixelShader: {
  59234. name: string;
  59235. shader: string;
  59236. };
  59237. }
  59238. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59239. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59240. import { Engine } from "babylonjs/Engines/engine";
  59241. import { Camera } from "babylonjs/Cameras/camera";
  59242. import "babylonjs/Shaders/colorCorrection.fragment";
  59243. /**
  59244. *
  59245. * This post-process allows the modification of rendered colors by using
  59246. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59247. *
  59248. * The object needs to be provided an url to a texture containing the color
  59249. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59250. * Use an image editing software to tweak the LUT to match your needs.
  59251. *
  59252. * For an example of a color LUT, see here:
  59253. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59254. * For explanations on color grading, see here:
  59255. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59256. *
  59257. */
  59258. export class ColorCorrectionPostProcess extends PostProcess {
  59259. private _colorTableTexture;
  59260. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59261. }
  59262. }
  59263. declare module "babylonjs/Shaders/convolution.fragment" {
  59264. /** @hidden */
  59265. export var convolutionPixelShader: {
  59266. name: string;
  59267. shader: string;
  59268. };
  59269. }
  59270. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59271. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59272. import { Nullable } from "babylonjs/types";
  59273. import { Camera } from "babylonjs/Cameras/camera";
  59274. import { Engine } from "babylonjs/Engines/engine";
  59275. import "babylonjs/Shaders/convolution.fragment";
  59276. /**
  59277. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59278. * input texture to perform effects such as edge detection or sharpening
  59279. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59280. */
  59281. export class ConvolutionPostProcess extends PostProcess {
  59282. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59283. kernel: number[];
  59284. /**
  59285. * Creates a new instance ConvolutionPostProcess
  59286. * @param name The name of the effect.
  59287. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59288. * @param options The required width/height ratio to downsize to before computing the render pass.
  59289. * @param camera The camera to apply the render pass to.
  59290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59291. * @param engine The engine which the post process will be applied. (default: current engine)
  59292. * @param reusable If the post process can be reused on the same frame. (default: false)
  59293. * @param textureType Type of textures used when performing the post process. (default: 0)
  59294. */
  59295. constructor(name: string,
  59296. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59297. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59298. /**
  59299. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59300. */
  59301. static EdgeDetect0Kernel: number[];
  59302. /**
  59303. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59304. */
  59305. static EdgeDetect1Kernel: number[];
  59306. /**
  59307. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59308. */
  59309. static EdgeDetect2Kernel: number[];
  59310. /**
  59311. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59312. */
  59313. static SharpenKernel: number[];
  59314. /**
  59315. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59316. */
  59317. static EmbossKernel: number[];
  59318. /**
  59319. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59320. */
  59321. static GaussianKernel: number[];
  59322. }
  59323. }
  59324. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59325. import { Nullable } from "babylonjs/types";
  59326. import { Vector2 } from "babylonjs/Maths/math.vector";
  59327. import { Camera } from "babylonjs/Cameras/camera";
  59328. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59329. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59330. import { Engine } from "babylonjs/Engines/engine";
  59331. import { Scene } from "babylonjs/scene";
  59332. /**
  59333. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59334. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59335. * based on samples that have a large difference in distance than the center pixel.
  59336. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59337. */
  59338. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59339. direction: Vector2;
  59340. /**
  59341. * Creates a new instance CircleOfConfusionPostProcess
  59342. * @param name The name of the effect.
  59343. * @param scene The scene the effect belongs to.
  59344. * @param direction The direction the blur should be applied.
  59345. * @param kernel The size of the kernel used to blur.
  59346. * @param options The required width/height ratio to downsize to before computing the render pass.
  59347. * @param camera The camera to apply the render pass to.
  59348. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59349. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59350. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59351. * @param engine The engine which the post process will be applied. (default: current engine)
  59352. * @param reusable If the post process can be reused on the same frame. (default: false)
  59353. * @param textureType Type of textures used when performing the post process. (default: 0)
  59354. * @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)
  59355. */
  59356. 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);
  59357. }
  59358. }
  59359. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59360. /** @hidden */
  59361. export var depthOfFieldMergePixelShader: {
  59362. name: string;
  59363. shader: string;
  59364. };
  59365. }
  59366. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59367. import { Nullable } from "babylonjs/types";
  59368. import { Camera } from "babylonjs/Cameras/camera";
  59369. import { Effect } from "babylonjs/Materials/effect";
  59370. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59371. import { Engine } from "babylonjs/Engines/engine";
  59372. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59373. /**
  59374. * Options to be set when merging outputs from the default pipeline.
  59375. */
  59376. export class DepthOfFieldMergePostProcessOptions {
  59377. /**
  59378. * The original image to merge on top of
  59379. */
  59380. originalFromInput: PostProcess;
  59381. /**
  59382. * Parameters to perform the merge of the depth of field effect
  59383. */
  59384. depthOfField?: {
  59385. circleOfConfusion: PostProcess;
  59386. blurSteps: Array<PostProcess>;
  59387. };
  59388. /**
  59389. * Parameters to perform the merge of bloom effect
  59390. */
  59391. bloom?: {
  59392. blurred: PostProcess;
  59393. weight: number;
  59394. };
  59395. }
  59396. /**
  59397. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59398. */
  59399. export class DepthOfFieldMergePostProcess extends PostProcess {
  59400. private blurSteps;
  59401. /**
  59402. * Creates a new instance of DepthOfFieldMergePostProcess
  59403. * @param name The name of the effect.
  59404. * @param originalFromInput Post process which's input will be used for the merge.
  59405. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59406. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59407. * @param options The required width/height ratio to downsize to before computing the render pass.
  59408. * @param camera The camera to apply the render pass to.
  59409. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59410. * @param engine The engine which the post process will be applied. (default: current engine)
  59411. * @param reusable If the post process can be reused on the same frame. (default: false)
  59412. * @param textureType Type of textures used when performing the post process. (default: 0)
  59413. * @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)
  59414. */
  59415. 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);
  59416. /**
  59417. * Updates the effect with the current post process compile time values and recompiles the shader.
  59418. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59419. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59420. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59421. * @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
  59422. * @param onCompiled Called when the shader has been compiled.
  59423. * @param onError Called if there is an error when compiling a shader.
  59424. */
  59425. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59426. }
  59427. }
  59428. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59429. import { Nullable } from "babylonjs/types";
  59430. import { Camera } from "babylonjs/Cameras/camera";
  59431. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59432. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59433. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59434. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59435. import { Scene } from "babylonjs/scene";
  59436. /**
  59437. * Specifies the level of max blur that should be applied when using the depth of field effect
  59438. */
  59439. export enum DepthOfFieldEffectBlurLevel {
  59440. /**
  59441. * Subtle blur
  59442. */
  59443. Low = 0,
  59444. /**
  59445. * Medium blur
  59446. */
  59447. Medium = 1,
  59448. /**
  59449. * Large blur
  59450. */
  59451. High = 2
  59452. }
  59453. /**
  59454. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59455. */
  59456. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59457. private _circleOfConfusion;
  59458. /**
  59459. * @hidden Internal, blurs from high to low
  59460. */
  59461. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59462. private _depthOfFieldBlurY;
  59463. private _dofMerge;
  59464. /**
  59465. * @hidden Internal post processes in depth of field effect
  59466. */
  59467. _effects: Array<PostProcess>;
  59468. /**
  59469. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59470. */
  59471. focalLength: number;
  59472. /**
  59473. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59474. */
  59475. fStop: number;
  59476. /**
  59477. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59478. */
  59479. focusDistance: number;
  59480. /**
  59481. * 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.
  59482. */
  59483. lensSize: number;
  59484. /**
  59485. * Creates a new instance DepthOfFieldEffect
  59486. * @param scene The scene the effect belongs to.
  59487. * @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.
  59488. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59489. * @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)
  59490. */
  59491. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59492. /**
  59493. * Get the current class name of the current effet
  59494. * @returns "DepthOfFieldEffect"
  59495. */
  59496. getClassName(): string;
  59497. /**
  59498. * 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.
  59499. */
  59500. depthTexture: RenderTargetTexture;
  59501. /**
  59502. * Disposes each of the internal effects for a given camera.
  59503. * @param camera The camera to dispose the effect on.
  59504. */
  59505. disposeEffects(camera: Camera): void;
  59506. /**
  59507. * @hidden Internal
  59508. */
  59509. _updateEffects(): void;
  59510. /**
  59511. * Internal
  59512. * @returns if all the contained post processes are ready.
  59513. * @hidden
  59514. */
  59515. _isReady(): boolean;
  59516. }
  59517. }
  59518. declare module "babylonjs/Shaders/displayPass.fragment" {
  59519. /** @hidden */
  59520. export var displayPassPixelShader: {
  59521. name: string;
  59522. shader: string;
  59523. };
  59524. }
  59525. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59526. import { Nullable } from "babylonjs/types";
  59527. import { Camera } from "babylonjs/Cameras/camera";
  59528. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59529. import { Engine } from "babylonjs/Engines/engine";
  59530. import "babylonjs/Shaders/displayPass.fragment";
  59531. /**
  59532. * DisplayPassPostProcess which produces an output the same as it's input
  59533. */
  59534. export class DisplayPassPostProcess extends PostProcess {
  59535. /**
  59536. * Creates the DisplayPassPostProcess
  59537. * @param name The name of the effect.
  59538. * @param options The required width/height ratio to downsize to before computing the render pass.
  59539. * @param camera The camera to apply the render pass to.
  59540. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59541. * @param engine The engine which the post process will be applied. (default: current engine)
  59542. * @param reusable If the post process can be reused on the same frame. (default: false)
  59543. */
  59544. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59545. }
  59546. }
  59547. declare module "babylonjs/Shaders/filter.fragment" {
  59548. /** @hidden */
  59549. export var filterPixelShader: {
  59550. name: string;
  59551. shader: string;
  59552. };
  59553. }
  59554. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59555. import { Nullable } from "babylonjs/types";
  59556. import { Matrix } from "babylonjs/Maths/math.vector";
  59557. import { Camera } from "babylonjs/Cameras/camera";
  59558. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59559. import { Engine } from "babylonjs/Engines/engine";
  59560. import "babylonjs/Shaders/filter.fragment";
  59561. /**
  59562. * Applies a kernel filter to the image
  59563. */
  59564. export class FilterPostProcess extends PostProcess {
  59565. /** The matrix to be applied to the image */
  59566. kernelMatrix: Matrix;
  59567. /**
  59568. *
  59569. * @param name The name of the effect.
  59570. * @param kernelMatrix The matrix to be applied to the image
  59571. * @param options The required width/height ratio to downsize to before computing the render pass.
  59572. * @param camera The camera to apply the render pass to.
  59573. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59574. * @param engine The engine which the post process will be applied. (default: current engine)
  59575. * @param reusable If the post process can be reused on the same frame. (default: false)
  59576. */
  59577. constructor(name: string,
  59578. /** The matrix to be applied to the image */
  59579. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59580. }
  59581. }
  59582. declare module "babylonjs/Shaders/fxaa.fragment" {
  59583. /** @hidden */
  59584. export var fxaaPixelShader: {
  59585. name: string;
  59586. shader: string;
  59587. };
  59588. }
  59589. declare module "babylonjs/Shaders/fxaa.vertex" {
  59590. /** @hidden */
  59591. export var fxaaVertexShader: {
  59592. name: string;
  59593. shader: string;
  59594. };
  59595. }
  59596. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59597. import { Nullable } from "babylonjs/types";
  59598. import { Camera } from "babylonjs/Cameras/camera";
  59599. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59600. import { Engine } from "babylonjs/Engines/engine";
  59601. import "babylonjs/Shaders/fxaa.fragment";
  59602. import "babylonjs/Shaders/fxaa.vertex";
  59603. /**
  59604. * Fxaa post process
  59605. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59606. */
  59607. export class FxaaPostProcess extends PostProcess {
  59608. /** @hidden */
  59609. texelWidth: number;
  59610. /** @hidden */
  59611. texelHeight: number;
  59612. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59613. private _getDefines;
  59614. }
  59615. }
  59616. declare module "babylonjs/Shaders/grain.fragment" {
  59617. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59618. /** @hidden */
  59619. export var grainPixelShader: {
  59620. name: string;
  59621. shader: string;
  59622. };
  59623. }
  59624. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59625. import { Nullable } from "babylonjs/types";
  59626. import { Camera } from "babylonjs/Cameras/camera";
  59627. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59628. import { Engine } from "babylonjs/Engines/engine";
  59629. import "babylonjs/Shaders/grain.fragment";
  59630. /**
  59631. * The GrainPostProcess adds noise to the image at mid luminance levels
  59632. */
  59633. export class GrainPostProcess extends PostProcess {
  59634. /**
  59635. * The intensity of the grain added (default: 30)
  59636. */
  59637. intensity: number;
  59638. /**
  59639. * If the grain should be randomized on every frame
  59640. */
  59641. animated: boolean;
  59642. /**
  59643. * Creates a new instance of @see GrainPostProcess
  59644. * @param name The name of the effect.
  59645. * @param options The required width/height ratio to downsize to before computing the render pass.
  59646. * @param camera The camera to apply the render pass to.
  59647. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59648. * @param engine The engine which the post process will be applied. (default: current engine)
  59649. * @param reusable If the post process can be reused on the same frame. (default: false)
  59650. * @param textureType Type of textures used when performing the post process. (default: 0)
  59651. * @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)
  59652. */
  59653. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59654. }
  59655. }
  59656. declare module "babylonjs/Shaders/highlights.fragment" {
  59657. /** @hidden */
  59658. export var highlightsPixelShader: {
  59659. name: string;
  59660. shader: string;
  59661. };
  59662. }
  59663. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59664. import { Nullable } from "babylonjs/types";
  59665. import { Camera } from "babylonjs/Cameras/camera";
  59666. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59667. import { Engine } from "babylonjs/Engines/engine";
  59668. import "babylonjs/Shaders/highlights.fragment";
  59669. /**
  59670. * Extracts highlights from the image
  59671. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59672. */
  59673. export class HighlightsPostProcess extends PostProcess {
  59674. /**
  59675. * Extracts highlights from the image
  59676. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59677. * @param name The name of the effect.
  59678. * @param options The required width/height ratio to downsize to before computing the render pass.
  59679. * @param camera The camera to apply the render pass to.
  59680. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59681. * @param engine The engine which the post process will be applied. (default: current engine)
  59682. * @param reusable If the post process can be reused on the same frame. (default: false)
  59683. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59684. */
  59685. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59686. }
  59687. }
  59688. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59689. /** @hidden */
  59690. export var mrtFragmentDeclaration: {
  59691. name: string;
  59692. shader: string;
  59693. };
  59694. }
  59695. declare module "babylonjs/Shaders/geometry.fragment" {
  59696. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59697. /** @hidden */
  59698. export var geometryPixelShader: {
  59699. name: string;
  59700. shader: string;
  59701. };
  59702. }
  59703. declare module "babylonjs/Shaders/geometry.vertex" {
  59704. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59705. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59706. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59707. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59708. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59709. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59710. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59711. /** @hidden */
  59712. export var geometryVertexShader: {
  59713. name: string;
  59714. shader: string;
  59715. };
  59716. }
  59717. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59718. import { Matrix } from "babylonjs/Maths/math.vector";
  59719. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59720. import { Mesh } from "babylonjs/Meshes/mesh";
  59721. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59722. import { Effect } from "babylonjs/Materials/effect";
  59723. import { Scene } from "babylonjs/scene";
  59724. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59725. import "babylonjs/Shaders/geometry.fragment";
  59726. import "babylonjs/Shaders/geometry.vertex";
  59727. /** @hidden */
  59728. interface ISavedTransformationMatrix {
  59729. world: Matrix;
  59730. viewProjection: Matrix;
  59731. }
  59732. /**
  59733. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59734. */
  59735. export class GeometryBufferRenderer {
  59736. /**
  59737. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59738. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59739. */
  59740. static readonly POSITION_TEXTURE_TYPE: number;
  59741. /**
  59742. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59743. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59744. */
  59745. static readonly VELOCITY_TEXTURE_TYPE: number;
  59746. /**
  59747. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59748. * in order to compute objects velocities when enableVelocity is set to "true"
  59749. * @hidden
  59750. */
  59751. _previousTransformationMatrices: {
  59752. [index: number]: ISavedTransformationMatrix;
  59753. };
  59754. /**
  59755. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59756. * in order to compute objects velocities when enableVelocity is set to "true"
  59757. * @hidden
  59758. */
  59759. _previousBonesTransformationMatrices: {
  59760. [index: number]: Float32Array;
  59761. };
  59762. /**
  59763. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59764. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59765. */
  59766. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59767. private _scene;
  59768. private _multiRenderTarget;
  59769. private _ratio;
  59770. private _enablePosition;
  59771. private _enableVelocity;
  59772. private _positionIndex;
  59773. private _velocityIndex;
  59774. protected _effect: Effect;
  59775. protected _cachedDefines: string;
  59776. /**
  59777. * Set the render list (meshes to be rendered) used in the G buffer.
  59778. */
  59779. renderList: Mesh[];
  59780. /**
  59781. * Gets wether or not G buffer are supported by the running hardware.
  59782. * This requires draw buffer supports
  59783. */
  59784. readonly isSupported: boolean;
  59785. /**
  59786. * Returns the index of the given texture type in the G-Buffer textures array
  59787. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59788. * @returns the index of the given texture type in the G-Buffer textures array
  59789. */
  59790. getTextureIndex(textureType: number): number;
  59791. /**
  59792. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59793. */
  59794. /**
  59795. * Sets whether or not objects positions are enabled for the G buffer.
  59796. */
  59797. enablePosition: boolean;
  59798. /**
  59799. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59800. */
  59801. /**
  59802. * Sets wether or not objects velocities are enabled for the G buffer.
  59803. */
  59804. enableVelocity: boolean;
  59805. /**
  59806. * Gets the scene associated with the buffer.
  59807. */
  59808. readonly scene: Scene;
  59809. /**
  59810. * Gets the ratio used by the buffer during its creation.
  59811. * How big is the buffer related to the main canvas.
  59812. */
  59813. readonly ratio: number;
  59814. /** @hidden */
  59815. static _SceneComponentInitialization: (scene: Scene) => void;
  59816. /**
  59817. * Creates a new G Buffer for the scene
  59818. * @param scene The scene the buffer belongs to
  59819. * @param ratio How big is the buffer related to the main canvas.
  59820. */
  59821. constructor(scene: Scene, ratio?: number);
  59822. /**
  59823. * Checks wether everything is ready to render a submesh to the G buffer.
  59824. * @param subMesh the submesh to check readiness for
  59825. * @param useInstances is the mesh drawn using instance or not
  59826. * @returns true if ready otherwise false
  59827. */
  59828. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59829. /**
  59830. * Gets the current underlying G Buffer.
  59831. * @returns the buffer
  59832. */
  59833. getGBuffer(): MultiRenderTarget;
  59834. /**
  59835. * Gets the number of samples used to render the buffer (anti aliasing).
  59836. */
  59837. /**
  59838. * Sets the number of samples used to render the buffer (anti aliasing).
  59839. */
  59840. samples: number;
  59841. /**
  59842. * Disposes the renderer and frees up associated resources.
  59843. */
  59844. dispose(): void;
  59845. protected _createRenderTargets(): void;
  59846. private _copyBonesTransformationMatrices;
  59847. }
  59848. }
  59849. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59850. import { Nullable } from "babylonjs/types";
  59851. import { Scene } from "babylonjs/scene";
  59852. import { ISceneComponent } from "babylonjs/sceneComponent";
  59853. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59854. module "babylonjs/scene" {
  59855. interface Scene {
  59856. /** @hidden (Backing field) */
  59857. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59858. /**
  59859. * Gets or Sets the current geometry buffer associated to the scene.
  59860. */
  59861. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59862. /**
  59863. * Enables a GeometryBufferRender and associates it with the scene
  59864. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59865. * @returns the GeometryBufferRenderer
  59866. */
  59867. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  59868. /**
  59869. * Disables the GeometryBufferRender associated with the scene
  59870. */
  59871. disableGeometryBufferRenderer(): void;
  59872. }
  59873. }
  59874. /**
  59875. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  59876. * in several rendering techniques.
  59877. */
  59878. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  59879. /**
  59880. * The component name helpful to identify the component in the list of scene components.
  59881. */
  59882. readonly name: string;
  59883. /**
  59884. * The scene the component belongs to.
  59885. */
  59886. scene: Scene;
  59887. /**
  59888. * Creates a new instance of the component for the given scene
  59889. * @param scene Defines the scene to register the component in
  59890. */
  59891. constructor(scene: Scene);
  59892. /**
  59893. * Registers the component in a given scene
  59894. */
  59895. register(): void;
  59896. /**
  59897. * Rebuilds the elements related to this component in case of
  59898. * context lost for instance.
  59899. */
  59900. rebuild(): void;
  59901. /**
  59902. * Disposes the component and the associated ressources
  59903. */
  59904. dispose(): void;
  59905. private _gatherRenderTargets;
  59906. }
  59907. }
  59908. declare module "babylonjs/Shaders/motionBlur.fragment" {
  59909. /** @hidden */
  59910. export var motionBlurPixelShader: {
  59911. name: string;
  59912. shader: string;
  59913. };
  59914. }
  59915. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  59916. import { Nullable } from "babylonjs/types";
  59917. import { Camera } from "babylonjs/Cameras/camera";
  59918. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59919. import { Scene } from "babylonjs/scene";
  59920. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59921. import "babylonjs/Animations/animatable";
  59922. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  59923. import "babylonjs/Shaders/motionBlur.fragment";
  59924. import { Engine } from "babylonjs/Engines/engine";
  59925. /**
  59926. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  59927. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  59928. * As an example, all you have to do is to create the post-process:
  59929. * var mb = new BABYLON.MotionBlurPostProcess(
  59930. * 'mb', // The name of the effect.
  59931. * scene, // The scene containing the objects to blur according to their velocity.
  59932. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  59933. * camera // The camera to apply the render pass to.
  59934. * );
  59935. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  59936. */
  59937. export class MotionBlurPostProcess extends PostProcess {
  59938. /**
  59939. * Defines how much the image is blurred by the movement. Default value is equal to 1
  59940. */
  59941. motionStrength: number;
  59942. /**
  59943. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  59944. */
  59945. /**
  59946. * Sets the number of iterations to be used for motion blur quality
  59947. */
  59948. motionBlurSamples: number;
  59949. private _motionBlurSamples;
  59950. private _geometryBufferRenderer;
  59951. /**
  59952. * Creates a new instance MotionBlurPostProcess
  59953. * @param name The name of the effect.
  59954. * @param scene The scene containing the objects to blur according to their velocity.
  59955. * @param options The required width/height ratio to downsize to before computing the render pass.
  59956. * @param camera The camera to apply the render pass to.
  59957. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59958. * @param engine The engine which the post process will be applied. (default: current engine)
  59959. * @param reusable If the post process can be reused on the same frame. (default: false)
  59960. * @param textureType Type of textures used when performing the post process. (default: 0)
  59961. * @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)
  59962. */
  59963. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59964. /**
  59965. * Excludes the given skinned mesh from computing bones velocities.
  59966. * 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.
  59967. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  59968. */
  59969. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59970. /**
  59971. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  59972. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  59973. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  59974. */
  59975. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59976. /**
  59977. * Disposes the post process.
  59978. * @param camera The camera to dispose the post process on.
  59979. */
  59980. dispose(camera?: Camera): void;
  59981. }
  59982. }
  59983. declare module "babylonjs/Shaders/refraction.fragment" {
  59984. /** @hidden */
  59985. export var refractionPixelShader: {
  59986. name: string;
  59987. shader: string;
  59988. };
  59989. }
  59990. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  59991. import { Color3 } from "babylonjs/Maths/math.color";
  59992. import { Camera } from "babylonjs/Cameras/camera";
  59993. import { Texture } from "babylonjs/Materials/Textures/texture";
  59994. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59995. import { Engine } from "babylonjs/Engines/engine";
  59996. import "babylonjs/Shaders/refraction.fragment";
  59997. /**
  59998. * Post process which applies a refractin texture
  59999. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60000. */
  60001. export class RefractionPostProcess extends PostProcess {
  60002. /** the base color of the refraction (used to taint the rendering) */
  60003. color: Color3;
  60004. /** simulated refraction depth */
  60005. depth: number;
  60006. /** the coefficient of the base color (0 to remove base color tainting) */
  60007. colorLevel: number;
  60008. private _refTexture;
  60009. private _ownRefractionTexture;
  60010. /**
  60011. * Gets or sets the refraction texture
  60012. * Please note that you are responsible for disposing the texture if you set it manually
  60013. */
  60014. refractionTexture: Texture;
  60015. /**
  60016. * Initializes the RefractionPostProcess
  60017. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60018. * @param name The name of the effect.
  60019. * @param refractionTextureUrl Url of the refraction texture to use
  60020. * @param color the base color of the refraction (used to taint the rendering)
  60021. * @param depth simulated refraction depth
  60022. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60023. * @param camera The camera to apply the render pass to.
  60024. * @param options The required width/height ratio to downsize to before computing the render pass.
  60025. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60026. * @param engine The engine which the post process will be applied. (default: current engine)
  60027. * @param reusable If the post process can be reused on the same frame. (default: false)
  60028. */
  60029. constructor(name: string, refractionTextureUrl: string,
  60030. /** the base color of the refraction (used to taint the rendering) */
  60031. color: Color3,
  60032. /** simulated refraction depth */
  60033. depth: number,
  60034. /** the coefficient of the base color (0 to remove base color tainting) */
  60035. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60036. /**
  60037. * Disposes of the post process
  60038. * @param camera Camera to dispose post process on
  60039. */
  60040. dispose(camera: Camera): void;
  60041. }
  60042. }
  60043. declare module "babylonjs/Shaders/sharpen.fragment" {
  60044. /** @hidden */
  60045. export var sharpenPixelShader: {
  60046. name: string;
  60047. shader: string;
  60048. };
  60049. }
  60050. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60051. import { Nullable } from "babylonjs/types";
  60052. import { Camera } from "babylonjs/Cameras/camera";
  60053. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60054. import "babylonjs/Shaders/sharpen.fragment";
  60055. import { Engine } from "babylonjs/Engines/engine";
  60056. /**
  60057. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60058. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60059. */
  60060. export class SharpenPostProcess extends PostProcess {
  60061. /**
  60062. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60063. */
  60064. colorAmount: number;
  60065. /**
  60066. * How much sharpness should be applied (default: 0.3)
  60067. */
  60068. edgeAmount: number;
  60069. /**
  60070. * Creates a new instance ConvolutionPostProcess
  60071. * @param name The name of the effect.
  60072. * @param options The required width/height ratio to downsize to before computing the render pass.
  60073. * @param camera The camera to apply the render pass to.
  60074. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60075. * @param engine The engine which the post process will be applied. (default: current engine)
  60076. * @param reusable If the post process can be reused on the same frame. (default: false)
  60077. * @param textureType Type of textures used when performing the post process. (default: 0)
  60078. * @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)
  60079. */
  60080. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60081. }
  60082. }
  60083. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60084. import { Nullable } from "babylonjs/types";
  60085. import { Camera } from "babylonjs/Cameras/camera";
  60086. import { Engine } from "babylonjs/Engines/engine";
  60087. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60088. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60089. /**
  60090. * PostProcessRenderPipeline
  60091. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60092. */
  60093. export class PostProcessRenderPipeline {
  60094. private engine;
  60095. private _renderEffects;
  60096. private _renderEffectsForIsolatedPass;
  60097. /**
  60098. * List of inspectable custom properties (used by the Inspector)
  60099. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60100. */
  60101. inspectableCustomProperties: IInspectable[];
  60102. /**
  60103. * @hidden
  60104. */
  60105. protected _cameras: Camera[];
  60106. /** @hidden */
  60107. _name: string;
  60108. /**
  60109. * Gets pipeline name
  60110. */
  60111. readonly name: string;
  60112. /**
  60113. * Initializes a PostProcessRenderPipeline
  60114. * @param engine engine to add the pipeline to
  60115. * @param name name of the pipeline
  60116. */
  60117. constructor(engine: Engine, name: string);
  60118. /**
  60119. * Gets the class name
  60120. * @returns "PostProcessRenderPipeline"
  60121. */
  60122. getClassName(): string;
  60123. /**
  60124. * If all the render effects in the pipeline are supported
  60125. */
  60126. readonly isSupported: boolean;
  60127. /**
  60128. * Adds an effect to the pipeline
  60129. * @param renderEffect the effect to add
  60130. */
  60131. addEffect(renderEffect: PostProcessRenderEffect): void;
  60132. /** @hidden */
  60133. _rebuild(): void;
  60134. /** @hidden */
  60135. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60136. /** @hidden */
  60137. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60138. /** @hidden */
  60139. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60140. /** @hidden */
  60141. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60142. /** @hidden */
  60143. _attachCameras(cameras: Camera, unique: boolean): void;
  60144. /** @hidden */
  60145. _attachCameras(cameras: Camera[], unique: boolean): void;
  60146. /** @hidden */
  60147. _detachCameras(cameras: Camera): void;
  60148. /** @hidden */
  60149. _detachCameras(cameras: Nullable<Camera[]>): void;
  60150. /** @hidden */
  60151. _update(): void;
  60152. /** @hidden */
  60153. _reset(): void;
  60154. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60155. /**
  60156. * Disposes of the pipeline
  60157. */
  60158. dispose(): void;
  60159. }
  60160. }
  60161. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60162. import { Camera } from "babylonjs/Cameras/camera";
  60163. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60164. /**
  60165. * PostProcessRenderPipelineManager class
  60166. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60167. */
  60168. export class PostProcessRenderPipelineManager {
  60169. private _renderPipelines;
  60170. /**
  60171. * Initializes a PostProcessRenderPipelineManager
  60172. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60173. */
  60174. constructor();
  60175. /**
  60176. * Gets the list of supported render pipelines
  60177. */
  60178. readonly supportedPipelines: PostProcessRenderPipeline[];
  60179. /**
  60180. * Adds a pipeline to the manager
  60181. * @param renderPipeline The pipeline to add
  60182. */
  60183. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60184. /**
  60185. * Attaches a camera to the pipeline
  60186. * @param renderPipelineName The name of the pipeline to attach to
  60187. * @param cameras the camera to attach
  60188. * @param unique if the camera can be attached multiple times to the pipeline
  60189. */
  60190. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60191. /**
  60192. * Detaches a camera from the pipeline
  60193. * @param renderPipelineName The name of the pipeline to detach from
  60194. * @param cameras the camera to detach
  60195. */
  60196. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60197. /**
  60198. * Enables an effect by name on a pipeline
  60199. * @param renderPipelineName the name of the pipeline to enable the effect in
  60200. * @param renderEffectName the name of the effect to enable
  60201. * @param cameras the cameras that the effect should be enabled on
  60202. */
  60203. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60204. /**
  60205. * Disables an effect by name on a pipeline
  60206. * @param renderPipelineName the name of the pipeline to disable the effect in
  60207. * @param renderEffectName the name of the effect to disable
  60208. * @param cameras the cameras that the effect should be disabled on
  60209. */
  60210. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60211. /**
  60212. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60213. */
  60214. update(): void;
  60215. /** @hidden */
  60216. _rebuild(): void;
  60217. /**
  60218. * Disposes of the manager and pipelines
  60219. */
  60220. dispose(): void;
  60221. }
  60222. }
  60223. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60224. import { ISceneComponent } from "babylonjs/sceneComponent";
  60225. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60226. import { Scene } from "babylonjs/scene";
  60227. module "babylonjs/scene" {
  60228. interface Scene {
  60229. /** @hidden (Backing field) */
  60230. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60231. /**
  60232. * Gets the postprocess render pipeline manager
  60233. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60234. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60235. */
  60236. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60237. }
  60238. }
  60239. /**
  60240. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60241. */
  60242. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60243. /**
  60244. * The component name helpfull to identify the component in the list of scene components.
  60245. */
  60246. readonly name: string;
  60247. /**
  60248. * The scene the component belongs to.
  60249. */
  60250. scene: Scene;
  60251. /**
  60252. * Creates a new instance of the component for the given scene
  60253. * @param scene Defines the scene to register the component in
  60254. */
  60255. constructor(scene: Scene);
  60256. /**
  60257. * Registers the component in a given scene
  60258. */
  60259. register(): void;
  60260. /**
  60261. * Rebuilds the elements related to this component in case of
  60262. * context lost for instance.
  60263. */
  60264. rebuild(): void;
  60265. /**
  60266. * Disposes the component and the associated ressources
  60267. */
  60268. dispose(): void;
  60269. private _gatherRenderTargets;
  60270. }
  60271. }
  60272. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60273. import { Nullable } from "babylonjs/types";
  60274. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60275. import { Camera } from "babylonjs/Cameras/camera";
  60276. import { IDisposable } from "babylonjs/scene";
  60277. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60278. import { Scene } from "babylonjs/scene";
  60279. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60280. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60281. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60282. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60283. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60284. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60285. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60286. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60287. import { Animation } from "babylonjs/Animations/animation";
  60288. /**
  60289. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60290. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60291. */
  60292. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60293. private _scene;
  60294. private _camerasToBeAttached;
  60295. /**
  60296. * ID of the sharpen post process,
  60297. */
  60298. private readonly SharpenPostProcessId;
  60299. /**
  60300. * @ignore
  60301. * ID of the image processing post process;
  60302. */
  60303. readonly ImageProcessingPostProcessId: string;
  60304. /**
  60305. * @ignore
  60306. * ID of the Fast Approximate Anti-Aliasing post process;
  60307. */
  60308. readonly FxaaPostProcessId: string;
  60309. /**
  60310. * ID of the chromatic aberration post process,
  60311. */
  60312. private readonly ChromaticAberrationPostProcessId;
  60313. /**
  60314. * ID of the grain post process
  60315. */
  60316. private readonly GrainPostProcessId;
  60317. /**
  60318. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60319. */
  60320. sharpen: SharpenPostProcess;
  60321. private _sharpenEffect;
  60322. private bloom;
  60323. /**
  60324. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60325. */
  60326. depthOfField: DepthOfFieldEffect;
  60327. /**
  60328. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60329. */
  60330. fxaa: FxaaPostProcess;
  60331. /**
  60332. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60333. */
  60334. imageProcessing: ImageProcessingPostProcess;
  60335. /**
  60336. * Chromatic aberration post process which will shift rgb colors in the image
  60337. */
  60338. chromaticAberration: ChromaticAberrationPostProcess;
  60339. private _chromaticAberrationEffect;
  60340. /**
  60341. * Grain post process which add noise to the image
  60342. */
  60343. grain: GrainPostProcess;
  60344. private _grainEffect;
  60345. /**
  60346. * Glow post process which adds a glow to emissive areas of the image
  60347. */
  60348. private _glowLayer;
  60349. /**
  60350. * Animations which can be used to tweak settings over a period of time
  60351. */
  60352. animations: Animation[];
  60353. private _imageProcessingConfigurationObserver;
  60354. private _sharpenEnabled;
  60355. private _bloomEnabled;
  60356. private _depthOfFieldEnabled;
  60357. private _depthOfFieldBlurLevel;
  60358. private _fxaaEnabled;
  60359. private _imageProcessingEnabled;
  60360. private _defaultPipelineTextureType;
  60361. private _bloomScale;
  60362. private _chromaticAberrationEnabled;
  60363. private _grainEnabled;
  60364. private _buildAllowed;
  60365. /**
  60366. * Gets active scene
  60367. */
  60368. readonly scene: Scene;
  60369. /**
  60370. * Enable or disable the sharpen process from the pipeline
  60371. */
  60372. sharpenEnabled: boolean;
  60373. private _resizeObserver;
  60374. private _hardwareScaleLevel;
  60375. private _bloomKernel;
  60376. /**
  60377. * Specifies the size of the bloom blur kernel, relative to the final output size
  60378. */
  60379. bloomKernel: number;
  60380. /**
  60381. * Specifies the weight of the bloom in the final rendering
  60382. */
  60383. private _bloomWeight;
  60384. /**
  60385. * Specifies the luma threshold for the area that will be blurred by the bloom
  60386. */
  60387. private _bloomThreshold;
  60388. private _hdr;
  60389. /**
  60390. * The strength of the bloom.
  60391. */
  60392. bloomWeight: number;
  60393. /**
  60394. * The strength of the bloom.
  60395. */
  60396. bloomThreshold: number;
  60397. /**
  60398. * The scale of the bloom, lower value will provide better performance.
  60399. */
  60400. bloomScale: number;
  60401. /**
  60402. * Enable or disable the bloom from the pipeline
  60403. */
  60404. bloomEnabled: boolean;
  60405. private _rebuildBloom;
  60406. /**
  60407. * If the depth of field is enabled.
  60408. */
  60409. depthOfFieldEnabled: boolean;
  60410. /**
  60411. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60412. */
  60413. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60414. /**
  60415. * If the anti aliasing is enabled.
  60416. */
  60417. fxaaEnabled: boolean;
  60418. private _samples;
  60419. /**
  60420. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60421. */
  60422. samples: number;
  60423. /**
  60424. * If image processing is enabled.
  60425. */
  60426. imageProcessingEnabled: boolean;
  60427. /**
  60428. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60429. */
  60430. glowLayerEnabled: boolean;
  60431. /**
  60432. * Gets the glow layer (or null if not defined)
  60433. */
  60434. readonly glowLayer: Nullable<GlowLayer>;
  60435. /**
  60436. * Enable or disable the chromaticAberration process from the pipeline
  60437. */
  60438. chromaticAberrationEnabled: boolean;
  60439. /**
  60440. * Enable or disable the grain process from the pipeline
  60441. */
  60442. grainEnabled: boolean;
  60443. /**
  60444. * @constructor
  60445. * @param name - The rendering pipeline name (default: "")
  60446. * @param hdr - If high dynamic range textures should be used (default: true)
  60447. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60448. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60449. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60450. */
  60451. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60452. /**
  60453. * Get the class name
  60454. * @returns "DefaultRenderingPipeline"
  60455. */
  60456. getClassName(): string;
  60457. /**
  60458. * Force the compilation of the entire pipeline.
  60459. */
  60460. prepare(): void;
  60461. private _hasCleared;
  60462. private _prevPostProcess;
  60463. private _prevPrevPostProcess;
  60464. private _setAutoClearAndTextureSharing;
  60465. private _depthOfFieldSceneObserver;
  60466. private _buildPipeline;
  60467. private _disposePostProcesses;
  60468. /**
  60469. * Adds a camera to the pipeline
  60470. * @param camera the camera to be added
  60471. */
  60472. addCamera(camera: Camera): void;
  60473. /**
  60474. * Removes a camera from the pipeline
  60475. * @param camera the camera to remove
  60476. */
  60477. removeCamera(camera: Camera): void;
  60478. /**
  60479. * Dispose of the pipeline and stop all post processes
  60480. */
  60481. dispose(): void;
  60482. /**
  60483. * Serialize the rendering pipeline (Used when exporting)
  60484. * @returns the serialized object
  60485. */
  60486. serialize(): any;
  60487. /**
  60488. * Parse the serialized pipeline
  60489. * @param source Source pipeline.
  60490. * @param scene The scene to load the pipeline to.
  60491. * @param rootUrl The URL of the serialized pipeline.
  60492. * @returns An instantiated pipeline from the serialized object.
  60493. */
  60494. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60495. }
  60496. }
  60497. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60498. /** @hidden */
  60499. export var lensHighlightsPixelShader: {
  60500. name: string;
  60501. shader: string;
  60502. };
  60503. }
  60504. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60505. /** @hidden */
  60506. export var depthOfFieldPixelShader: {
  60507. name: string;
  60508. shader: string;
  60509. };
  60510. }
  60511. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60512. import { Camera } from "babylonjs/Cameras/camera";
  60513. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60514. import { Scene } from "babylonjs/scene";
  60515. import "babylonjs/Shaders/chromaticAberration.fragment";
  60516. import "babylonjs/Shaders/lensHighlights.fragment";
  60517. import "babylonjs/Shaders/depthOfField.fragment";
  60518. /**
  60519. * BABYLON.JS Chromatic Aberration GLSL Shader
  60520. * Author: Olivier Guyot
  60521. * Separates very slightly R, G and B colors on the edges of the screen
  60522. * Inspired by Francois Tarlier & Martins Upitis
  60523. */
  60524. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60525. /**
  60526. * @ignore
  60527. * The chromatic aberration PostProcess id in the pipeline
  60528. */
  60529. LensChromaticAberrationEffect: string;
  60530. /**
  60531. * @ignore
  60532. * The highlights enhancing PostProcess id in the pipeline
  60533. */
  60534. HighlightsEnhancingEffect: string;
  60535. /**
  60536. * @ignore
  60537. * The depth-of-field PostProcess id in the pipeline
  60538. */
  60539. LensDepthOfFieldEffect: string;
  60540. private _scene;
  60541. private _depthTexture;
  60542. private _grainTexture;
  60543. private _chromaticAberrationPostProcess;
  60544. private _highlightsPostProcess;
  60545. private _depthOfFieldPostProcess;
  60546. private _edgeBlur;
  60547. private _grainAmount;
  60548. private _chromaticAberration;
  60549. private _distortion;
  60550. private _highlightsGain;
  60551. private _highlightsThreshold;
  60552. private _dofDistance;
  60553. private _dofAperture;
  60554. private _dofDarken;
  60555. private _dofPentagon;
  60556. private _blurNoise;
  60557. /**
  60558. * @constructor
  60559. *
  60560. * Effect parameters are as follow:
  60561. * {
  60562. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60563. * edge_blur: number; // from 0 to x (1 for realism)
  60564. * distortion: number; // from 0 to x (1 for realism)
  60565. * grain_amount: number; // from 0 to 1
  60566. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60567. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60568. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60569. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60570. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60571. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60572. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60573. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60574. * }
  60575. * Note: if an effect parameter is unset, effect is disabled
  60576. *
  60577. * @param name The rendering pipeline name
  60578. * @param parameters - An object containing all parameters (see above)
  60579. * @param scene The scene linked to this pipeline
  60580. * @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)
  60581. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60582. */
  60583. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60584. /**
  60585. * Get the class name
  60586. * @returns "LensRenderingPipeline"
  60587. */
  60588. getClassName(): string;
  60589. /**
  60590. * Gets associated scene
  60591. */
  60592. readonly scene: Scene;
  60593. /**
  60594. * Gets or sets the edge blur
  60595. */
  60596. edgeBlur: number;
  60597. /**
  60598. * Gets or sets the grain amount
  60599. */
  60600. grainAmount: number;
  60601. /**
  60602. * Gets or sets the chromatic aberration amount
  60603. */
  60604. chromaticAberration: number;
  60605. /**
  60606. * Gets or sets the depth of field aperture
  60607. */
  60608. dofAperture: number;
  60609. /**
  60610. * Gets or sets the edge distortion
  60611. */
  60612. edgeDistortion: number;
  60613. /**
  60614. * Gets or sets the depth of field distortion
  60615. */
  60616. dofDistortion: number;
  60617. /**
  60618. * Gets or sets the darken out of focus amount
  60619. */
  60620. darkenOutOfFocus: number;
  60621. /**
  60622. * Gets or sets a boolean indicating if blur noise is enabled
  60623. */
  60624. blurNoise: boolean;
  60625. /**
  60626. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60627. */
  60628. pentagonBokeh: boolean;
  60629. /**
  60630. * Gets or sets the highlight grain amount
  60631. */
  60632. highlightsGain: number;
  60633. /**
  60634. * Gets or sets the highlight threshold
  60635. */
  60636. highlightsThreshold: number;
  60637. /**
  60638. * Sets the amount of blur at the edges
  60639. * @param amount blur amount
  60640. */
  60641. setEdgeBlur(amount: number): void;
  60642. /**
  60643. * Sets edge blur to 0
  60644. */
  60645. disableEdgeBlur(): void;
  60646. /**
  60647. * Sets the amout of grain
  60648. * @param amount Amount of grain
  60649. */
  60650. setGrainAmount(amount: number): void;
  60651. /**
  60652. * Set grain amount to 0
  60653. */
  60654. disableGrain(): void;
  60655. /**
  60656. * Sets the chromatic aberration amount
  60657. * @param amount amount of chromatic aberration
  60658. */
  60659. setChromaticAberration(amount: number): void;
  60660. /**
  60661. * Sets chromatic aberration amount to 0
  60662. */
  60663. disableChromaticAberration(): void;
  60664. /**
  60665. * Sets the EdgeDistortion amount
  60666. * @param amount amount of EdgeDistortion
  60667. */
  60668. setEdgeDistortion(amount: number): void;
  60669. /**
  60670. * Sets edge distortion to 0
  60671. */
  60672. disableEdgeDistortion(): void;
  60673. /**
  60674. * Sets the FocusDistance amount
  60675. * @param amount amount of FocusDistance
  60676. */
  60677. setFocusDistance(amount: number): void;
  60678. /**
  60679. * Disables depth of field
  60680. */
  60681. disableDepthOfField(): void;
  60682. /**
  60683. * Sets the Aperture amount
  60684. * @param amount amount of Aperture
  60685. */
  60686. setAperture(amount: number): void;
  60687. /**
  60688. * Sets the DarkenOutOfFocus amount
  60689. * @param amount amount of DarkenOutOfFocus
  60690. */
  60691. setDarkenOutOfFocus(amount: number): void;
  60692. private _pentagonBokehIsEnabled;
  60693. /**
  60694. * Creates a pentagon bokeh effect
  60695. */
  60696. enablePentagonBokeh(): void;
  60697. /**
  60698. * Disables the pentagon bokeh effect
  60699. */
  60700. disablePentagonBokeh(): void;
  60701. /**
  60702. * Enables noise blur
  60703. */
  60704. enableNoiseBlur(): void;
  60705. /**
  60706. * Disables noise blur
  60707. */
  60708. disableNoiseBlur(): void;
  60709. /**
  60710. * Sets the HighlightsGain amount
  60711. * @param amount amount of HighlightsGain
  60712. */
  60713. setHighlightsGain(amount: number): void;
  60714. /**
  60715. * Sets the HighlightsThreshold amount
  60716. * @param amount amount of HighlightsThreshold
  60717. */
  60718. setHighlightsThreshold(amount: number): void;
  60719. /**
  60720. * Disables highlights
  60721. */
  60722. disableHighlights(): void;
  60723. /**
  60724. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60725. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60726. */
  60727. dispose(disableDepthRender?: boolean): void;
  60728. private _createChromaticAberrationPostProcess;
  60729. private _createHighlightsPostProcess;
  60730. private _createDepthOfFieldPostProcess;
  60731. private _createGrainTexture;
  60732. }
  60733. }
  60734. declare module "babylonjs/Shaders/ssao2.fragment" {
  60735. /** @hidden */
  60736. export var ssao2PixelShader: {
  60737. name: string;
  60738. shader: string;
  60739. };
  60740. }
  60741. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60742. /** @hidden */
  60743. export var ssaoCombinePixelShader: {
  60744. name: string;
  60745. shader: string;
  60746. };
  60747. }
  60748. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60749. import { Camera } from "babylonjs/Cameras/camera";
  60750. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60751. import { Scene } from "babylonjs/scene";
  60752. import "babylonjs/Shaders/ssao2.fragment";
  60753. import "babylonjs/Shaders/ssaoCombine.fragment";
  60754. /**
  60755. * Render pipeline to produce ssao effect
  60756. */
  60757. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60758. /**
  60759. * @ignore
  60760. * The PassPostProcess id in the pipeline that contains the original scene color
  60761. */
  60762. SSAOOriginalSceneColorEffect: string;
  60763. /**
  60764. * @ignore
  60765. * The SSAO PostProcess id in the pipeline
  60766. */
  60767. SSAORenderEffect: string;
  60768. /**
  60769. * @ignore
  60770. * The horizontal blur PostProcess id in the pipeline
  60771. */
  60772. SSAOBlurHRenderEffect: string;
  60773. /**
  60774. * @ignore
  60775. * The vertical blur PostProcess id in the pipeline
  60776. */
  60777. SSAOBlurVRenderEffect: string;
  60778. /**
  60779. * @ignore
  60780. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60781. */
  60782. SSAOCombineRenderEffect: string;
  60783. /**
  60784. * The output strength of the SSAO post-process. Default value is 1.0.
  60785. */
  60786. totalStrength: number;
  60787. /**
  60788. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60789. */
  60790. maxZ: number;
  60791. /**
  60792. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60793. */
  60794. minZAspect: number;
  60795. private _samples;
  60796. /**
  60797. * Number of samples used for the SSAO calculations. Default value is 8
  60798. */
  60799. samples: number;
  60800. private _textureSamples;
  60801. /**
  60802. * Number of samples to use for antialiasing
  60803. */
  60804. textureSamples: number;
  60805. /**
  60806. * Ratio object used for SSAO ratio and blur ratio
  60807. */
  60808. private _ratio;
  60809. /**
  60810. * Dynamically generated sphere sampler.
  60811. */
  60812. private _sampleSphere;
  60813. /**
  60814. * Blur filter offsets
  60815. */
  60816. private _samplerOffsets;
  60817. private _expensiveBlur;
  60818. /**
  60819. * If bilateral blur should be used
  60820. */
  60821. expensiveBlur: boolean;
  60822. /**
  60823. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60824. */
  60825. radius: number;
  60826. /**
  60827. * The base color of the SSAO post-process
  60828. * The final result is "base + ssao" between [0, 1]
  60829. */
  60830. base: number;
  60831. /**
  60832. * Support test.
  60833. */
  60834. static readonly IsSupported: boolean;
  60835. private _scene;
  60836. private _depthTexture;
  60837. private _normalTexture;
  60838. private _randomTexture;
  60839. private _originalColorPostProcess;
  60840. private _ssaoPostProcess;
  60841. private _blurHPostProcess;
  60842. private _blurVPostProcess;
  60843. private _ssaoCombinePostProcess;
  60844. private _firstUpdate;
  60845. /**
  60846. * Gets active scene
  60847. */
  60848. readonly scene: Scene;
  60849. /**
  60850. * @constructor
  60851. * @param name The rendering pipeline name
  60852. * @param scene The scene linked to this pipeline
  60853. * @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 }
  60854. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60855. */
  60856. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60857. /**
  60858. * Get the class name
  60859. * @returns "SSAO2RenderingPipeline"
  60860. */
  60861. getClassName(): string;
  60862. /**
  60863. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60864. */
  60865. dispose(disableGeometryBufferRenderer?: boolean): void;
  60866. private _createBlurPostProcess;
  60867. /** @hidden */
  60868. _rebuild(): void;
  60869. private _bits;
  60870. private _radicalInverse_VdC;
  60871. private _hammersley;
  60872. private _hemisphereSample_uniform;
  60873. private _generateHemisphere;
  60874. private _createSSAOPostProcess;
  60875. private _createSSAOCombinePostProcess;
  60876. private _createRandomTexture;
  60877. /**
  60878. * Serialize the rendering pipeline (Used when exporting)
  60879. * @returns the serialized object
  60880. */
  60881. serialize(): any;
  60882. /**
  60883. * Parse the serialized pipeline
  60884. * @param source Source pipeline.
  60885. * @param scene The scene to load the pipeline to.
  60886. * @param rootUrl The URL of the serialized pipeline.
  60887. * @returns An instantiated pipeline from the serialized object.
  60888. */
  60889. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  60890. }
  60891. }
  60892. declare module "babylonjs/Shaders/ssao.fragment" {
  60893. /** @hidden */
  60894. export var ssaoPixelShader: {
  60895. name: string;
  60896. shader: string;
  60897. };
  60898. }
  60899. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  60900. import { Camera } from "babylonjs/Cameras/camera";
  60901. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60902. import { Scene } from "babylonjs/scene";
  60903. import "babylonjs/Shaders/ssao.fragment";
  60904. import "babylonjs/Shaders/ssaoCombine.fragment";
  60905. /**
  60906. * Render pipeline to produce ssao effect
  60907. */
  60908. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  60909. /**
  60910. * @ignore
  60911. * The PassPostProcess id in the pipeline that contains the original scene color
  60912. */
  60913. SSAOOriginalSceneColorEffect: string;
  60914. /**
  60915. * @ignore
  60916. * The SSAO PostProcess id in the pipeline
  60917. */
  60918. SSAORenderEffect: string;
  60919. /**
  60920. * @ignore
  60921. * The horizontal blur PostProcess id in the pipeline
  60922. */
  60923. SSAOBlurHRenderEffect: string;
  60924. /**
  60925. * @ignore
  60926. * The vertical blur PostProcess id in the pipeline
  60927. */
  60928. SSAOBlurVRenderEffect: string;
  60929. /**
  60930. * @ignore
  60931. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60932. */
  60933. SSAOCombineRenderEffect: string;
  60934. /**
  60935. * The output strength of the SSAO post-process. Default value is 1.0.
  60936. */
  60937. totalStrength: number;
  60938. /**
  60939. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  60940. */
  60941. radius: number;
  60942. /**
  60943. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  60944. * Must not be equal to fallOff and superior to fallOff.
  60945. * Default value is 0.0075
  60946. */
  60947. area: number;
  60948. /**
  60949. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  60950. * Must not be equal to area and inferior to area.
  60951. * Default value is 0.000001
  60952. */
  60953. fallOff: number;
  60954. /**
  60955. * The base color of the SSAO post-process
  60956. * The final result is "base + ssao" between [0, 1]
  60957. */
  60958. base: number;
  60959. private _scene;
  60960. private _depthTexture;
  60961. private _randomTexture;
  60962. private _originalColorPostProcess;
  60963. private _ssaoPostProcess;
  60964. private _blurHPostProcess;
  60965. private _blurVPostProcess;
  60966. private _ssaoCombinePostProcess;
  60967. private _firstUpdate;
  60968. /**
  60969. * Gets active scene
  60970. */
  60971. readonly scene: Scene;
  60972. /**
  60973. * @constructor
  60974. * @param name - The rendering pipeline name
  60975. * @param scene - The scene linked to this pipeline
  60976. * @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 }
  60977. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  60978. */
  60979. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60980. /**
  60981. * Get the class name
  60982. * @returns "SSAORenderingPipeline"
  60983. */
  60984. getClassName(): string;
  60985. /**
  60986. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60987. */
  60988. dispose(disableDepthRender?: boolean): void;
  60989. private _createBlurPostProcess;
  60990. /** @hidden */
  60991. _rebuild(): void;
  60992. private _createSSAOPostProcess;
  60993. private _createSSAOCombinePostProcess;
  60994. private _createRandomTexture;
  60995. }
  60996. }
  60997. declare module "babylonjs/Shaders/standard.fragment" {
  60998. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  60999. /** @hidden */
  61000. export var standardPixelShader: {
  61001. name: string;
  61002. shader: string;
  61003. };
  61004. }
  61005. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61006. import { Nullable } from "babylonjs/types";
  61007. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61008. import { Camera } from "babylonjs/Cameras/camera";
  61009. import { Texture } from "babylonjs/Materials/Textures/texture";
  61010. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61011. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61012. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61013. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61014. import { IDisposable } from "babylonjs/scene";
  61015. import { SpotLight } from "babylonjs/Lights/spotLight";
  61016. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61017. import { Scene } from "babylonjs/scene";
  61018. import { Animation } from "babylonjs/Animations/animation";
  61019. import "babylonjs/Shaders/standard.fragment";
  61020. /**
  61021. * Standard rendering pipeline
  61022. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61023. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61024. */
  61025. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61026. /**
  61027. * Public members
  61028. */
  61029. /**
  61030. * Post-process which contains the original scene color before the pipeline applies all the effects
  61031. */
  61032. originalPostProcess: Nullable<PostProcess>;
  61033. /**
  61034. * Post-process used to down scale an image x4
  61035. */
  61036. downSampleX4PostProcess: Nullable<PostProcess>;
  61037. /**
  61038. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61039. */
  61040. brightPassPostProcess: Nullable<PostProcess>;
  61041. /**
  61042. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61043. */
  61044. blurHPostProcesses: PostProcess[];
  61045. /**
  61046. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61047. */
  61048. blurVPostProcesses: PostProcess[];
  61049. /**
  61050. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61051. */
  61052. textureAdderPostProcess: Nullable<PostProcess>;
  61053. /**
  61054. * Post-process used to create volumetric lighting effect
  61055. */
  61056. volumetricLightPostProcess: Nullable<PostProcess>;
  61057. /**
  61058. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61059. */
  61060. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61061. /**
  61062. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61063. */
  61064. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61065. /**
  61066. * Post-process used to merge the volumetric light effect and the real scene color
  61067. */
  61068. volumetricLightMergePostProces: Nullable<PostProcess>;
  61069. /**
  61070. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61071. */
  61072. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61073. /**
  61074. * Base post-process used to calculate the average luminance of the final image for HDR
  61075. */
  61076. luminancePostProcess: Nullable<PostProcess>;
  61077. /**
  61078. * Post-processes used to create down sample post-processes in order to get
  61079. * the average luminance of the final image for HDR
  61080. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61081. */
  61082. luminanceDownSamplePostProcesses: PostProcess[];
  61083. /**
  61084. * Post-process used to create a HDR effect (light adaptation)
  61085. */
  61086. hdrPostProcess: Nullable<PostProcess>;
  61087. /**
  61088. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61089. */
  61090. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61091. /**
  61092. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61093. */
  61094. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61095. /**
  61096. * Post-process used to merge the final HDR post-process and the real scene color
  61097. */
  61098. hdrFinalPostProcess: Nullable<PostProcess>;
  61099. /**
  61100. * Post-process used to create a lens flare effect
  61101. */
  61102. lensFlarePostProcess: Nullable<PostProcess>;
  61103. /**
  61104. * Post-process that merges the result of the lens flare post-process and the real scene color
  61105. */
  61106. lensFlareComposePostProcess: Nullable<PostProcess>;
  61107. /**
  61108. * Post-process used to create a motion blur effect
  61109. */
  61110. motionBlurPostProcess: Nullable<PostProcess>;
  61111. /**
  61112. * Post-process used to create a depth of field effect
  61113. */
  61114. depthOfFieldPostProcess: Nullable<PostProcess>;
  61115. /**
  61116. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61117. */
  61118. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61119. /**
  61120. * Represents the brightness threshold in order to configure the illuminated surfaces
  61121. */
  61122. brightThreshold: number;
  61123. /**
  61124. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61125. */
  61126. blurWidth: number;
  61127. /**
  61128. * Sets if the blur for highlighted surfaces must be only horizontal
  61129. */
  61130. horizontalBlur: boolean;
  61131. /**
  61132. * Gets the overall exposure used by the pipeline
  61133. */
  61134. /**
  61135. * Sets the overall exposure used by the pipeline
  61136. */
  61137. exposure: number;
  61138. /**
  61139. * Texture used typically to simulate "dirty" on camera lens
  61140. */
  61141. lensTexture: Nullable<Texture>;
  61142. /**
  61143. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61144. */
  61145. volumetricLightCoefficient: number;
  61146. /**
  61147. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61148. */
  61149. volumetricLightPower: number;
  61150. /**
  61151. * Used the set the blur intensity to smooth the volumetric lights
  61152. */
  61153. volumetricLightBlurScale: number;
  61154. /**
  61155. * Light (spot or directional) used to generate the volumetric lights rays
  61156. * The source light must have a shadow generate so the pipeline can get its
  61157. * depth map
  61158. */
  61159. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61160. /**
  61161. * For eye adaptation, represents the minimum luminance the eye can see
  61162. */
  61163. hdrMinimumLuminance: number;
  61164. /**
  61165. * For eye adaptation, represents the decrease luminance speed
  61166. */
  61167. hdrDecreaseRate: number;
  61168. /**
  61169. * For eye adaptation, represents the increase luminance speed
  61170. */
  61171. hdrIncreaseRate: number;
  61172. /**
  61173. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61174. */
  61175. /**
  61176. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61177. */
  61178. hdrAutoExposure: boolean;
  61179. /**
  61180. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61181. */
  61182. lensColorTexture: Nullable<Texture>;
  61183. /**
  61184. * The overall strengh for the lens flare effect
  61185. */
  61186. lensFlareStrength: number;
  61187. /**
  61188. * Dispersion coefficient for lens flare ghosts
  61189. */
  61190. lensFlareGhostDispersal: number;
  61191. /**
  61192. * Main lens flare halo width
  61193. */
  61194. lensFlareHaloWidth: number;
  61195. /**
  61196. * Based on the lens distortion effect, defines how much the lens flare result
  61197. * is distorted
  61198. */
  61199. lensFlareDistortionStrength: number;
  61200. /**
  61201. * Lens star texture must be used to simulate rays on the flares and is available
  61202. * in the documentation
  61203. */
  61204. lensStarTexture: Nullable<Texture>;
  61205. /**
  61206. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61207. * flare effect by taking account of the dirt texture
  61208. */
  61209. lensFlareDirtTexture: Nullable<Texture>;
  61210. /**
  61211. * Represents the focal length for the depth of field effect
  61212. */
  61213. depthOfFieldDistance: number;
  61214. /**
  61215. * Represents the blur intensity for the blurred part of the depth of field effect
  61216. */
  61217. depthOfFieldBlurWidth: number;
  61218. /**
  61219. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61220. */
  61221. /**
  61222. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61223. */
  61224. motionStrength: number;
  61225. /**
  61226. * Gets wether or not the motion blur post-process is object based or screen based.
  61227. */
  61228. /**
  61229. * Sets wether or not the motion blur post-process should be object based or screen based
  61230. */
  61231. objectBasedMotionBlur: boolean;
  61232. /**
  61233. * List of animations for the pipeline (IAnimatable implementation)
  61234. */
  61235. animations: Animation[];
  61236. /**
  61237. * Private members
  61238. */
  61239. private _scene;
  61240. private _currentDepthOfFieldSource;
  61241. private _basePostProcess;
  61242. private _fixedExposure;
  61243. private _currentExposure;
  61244. private _hdrAutoExposure;
  61245. private _hdrCurrentLuminance;
  61246. private _motionStrength;
  61247. private _isObjectBasedMotionBlur;
  61248. private _floatTextureType;
  61249. private _ratio;
  61250. private _bloomEnabled;
  61251. private _depthOfFieldEnabled;
  61252. private _vlsEnabled;
  61253. private _lensFlareEnabled;
  61254. private _hdrEnabled;
  61255. private _motionBlurEnabled;
  61256. private _fxaaEnabled;
  61257. private _motionBlurSamples;
  61258. private _volumetricLightStepsCount;
  61259. private _samples;
  61260. /**
  61261. * @ignore
  61262. * Specifies if the bloom pipeline is enabled
  61263. */
  61264. BloomEnabled: boolean;
  61265. /**
  61266. * @ignore
  61267. * Specifies if the depth of field pipeline is enabed
  61268. */
  61269. DepthOfFieldEnabled: boolean;
  61270. /**
  61271. * @ignore
  61272. * Specifies if the lens flare pipeline is enabed
  61273. */
  61274. LensFlareEnabled: boolean;
  61275. /**
  61276. * @ignore
  61277. * Specifies if the HDR pipeline is enabled
  61278. */
  61279. HDREnabled: boolean;
  61280. /**
  61281. * @ignore
  61282. * Specifies if the volumetric lights scattering effect is enabled
  61283. */
  61284. VLSEnabled: boolean;
  61285. /**
  61286. * @ignore
  61287. * Specifies if the motion blur effect is enabled
  61288. */
  61289. MotionBlurEnabled: boolean;
  61290. /**
  61291. * Specifies if anti-aliasing is enabled
  61292. */
  61293. fxaaEnabled: boolean;
  61294. /**
  61295. * Specifies the number of steps used to calculate the volumetric lights
  61296. * Typically in interval [50, 200]
  61297. */
  61298. volumetricLightStepsCount: number;
  61299. /**
  61300. * Specifies the number of samples used for the motion blur effect
  61301. * Typically in interval [16, 64]
  61302. */
  61303. motionBlurSamples: number;
  61304. /**
  61305. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61306. */
  61307. samples: number;
  61308. /**
  61309. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61310. * @constructor
  61311. * @param name The rendering pipeline name
  61312. * @param scene The scene linked to this pipeline
  61313. * @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)
  61314. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61315. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61316. */
  61317. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61318. private _buildPipeline;
  61319. private _createDownSampleX4PostProcess;
  61320. private _createBrightPassPostProcess;
  61321. private _createBlurPostProcesses;
  61322. private _createTextureAdderPostProcess;
  61323. private _createVolumetricLightPostProcess;
  61324. private _createLuminancePostProcesses;
  61325. private _createHdrPostProcess;
  61326. private _createLensFlarePostProcess;
  61327. private _createDepthOfFieldPostProcess;
  61328. private _createMotionBlurPostProcess;
  61329. private _getDepthTexture;
  61330. private _disposePostProcesses;
  61331. /**
  61332. * Dispose of the pipeline and stop all post processes
  61333. */
  61334. dispose(): void;
  61335. /**
  61336. * Serialize the rendering pipeline (Used when exporting)
  61337. * @returns the serialized object
  61338. */
  61339. serialize(): any;
  61340. /**
  61341. * Parse the serialized pipeline
  61342. * @param source Source pipeline.
  61343. * @param scene The scene to load the pipeline to.
  61344. * @param rootUrl The URL of the serialized pipeline.
  61345. * @returns An instantiated pipeline from the serialized object.
  61346. */
  61347. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61348. /**
  61349. * Luminance steps
  61350. */
  61351. static LuminanceSteps: number;
  61352. }
  61353. }
  61354. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61355. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61356. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61357. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61358. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61359. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61360. }
  61361. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61362. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61363. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61364. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61365. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61366. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61367. }
  61368. declare module "babylonjs/Shaders/tonemap.fragment" {
  61369. /** @hidden */
  61370. export var tonemapPixelShader: {
  61371. name: string;
  61372. shader: string;
  61373. };
  61374. }
  61375. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61376. import { Camera } from "babylonjs/Cameras/camera";
  61377. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61378. import "babylonjs/Shaders/tonemap.fragment";
  61379. import { Engine } from "babylonjs/Engines/engine";
  61380. /** Defines operator used for tonemapping */
  61381. export enum TonemappingOperator {
  61382. /** Hable */
  61383. Hable = 0,
  61384. /** Reinhard */
  61385. Reinhard = 1,
  61386. /** HejiDawson */
  61387. HejiDawson = 2,
  61388. /** Photographic */
  61389. Photographic = 3
  61390. }
  61391. /**
  61392. * Defines a post process to apply tone mapping
  61393. */
  61394. export class TonemapPostProcess extends PostProcess {
  61395. private _operator;
  61396. /** Defines the required exposure adjustement */
  61397. exposureAdjustment: number;
  61398. /**
  61399. * Creates a new TonemapPostProcess
  61400. * @param name defines the name of the postprocess
  61401. * @param _operator defines the operator to use
  61402. * @param exposureAdjustment defines the required exposure adjustement
  61403. * @param camera defines the camera to use (can be null)
  61404. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61405. * @param engine defines the hosting engine (can be ignore if camera is set)
  61406. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61407. */
  61408. constructor(name: string, _operator: TonemappingOperator,
  61409. /** Defines the required exposure adjustement */
  61410. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61411. }
  61412. }
  61413. declare module "babylonjs/Shaders/depth.vertex" {
  61414. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61415. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61416. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61417. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61418. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61419. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61420. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61421. /** @hidden */
  61422. export var depthVertexShader: {
  61423. name: string;
  61424. shader: string;
  61425. };
  61426. }
  61427. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61428. /** @hidden */
  61429. export var volumetricLightScatteringPixelShader: {
  61430. name: string;
  61431. shader: string;
  61432. };
  61433. }
  61434. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61435. /** @hidden */
  61436. export var volumetricLightScatteringPassPixelShader: {
  61437. name: string;
  61438. shader: string;
  61439. };
  61440. }
  61441. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61442. import { Vector3 } from "babylonjs/Maths/math.vector";
  61443. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61444. import { Mesh } from "babylonjs/Meshes/mesh";
  61445. import { Camera } from "babylonjs/Cameras/camera";
  61446. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61447. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61448. import { Scene } from "babylonjs/scene";
  61449. import "babylonjs/Meshes/Builders/planeBuilder";
  61450. import "babylonjs/Shaders/depth.vertex";
  61451. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61452. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61453. import { Engine } from "babylonjs/Engines/engine";
  61454. /**
  61455. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61456. */
  61457. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61458. private _volumetricLightScatteringPass;
  61459. private _volumetricLightScatteringRTT;
  61460. private _viewPort;
  61461. private _screenCoordinates;
  61462. private _cachedDefines;
  61463. /**
  61464. * If not undefined, the mesh position is computed from the attached node position
  61465. */
  61466. attachedNode: {
  61467. position: Vector3;
  61468. };
  61469. /**
  61470. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61471. */
  61472. customMeshPosition: Vector3;
  61473. /**
  61474. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61475. */
  61476. useCustomMeshPosition: boolean;
  61477. /**
  61478. * If the post-process should inverse the light scattering direction
  61479. */
  61480. invert: boolean;
  61481. /**
  61482. * The internal mesh used by the post-process
  61483. */
  61484. mesh: Mesh;
  61485. /**
  61486. * @hidden
  61487. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61488. */
  61489. useDiffuseColor: boolean;
  61490. /**
  61491. * Array containing the excluded meshes not rendered in the internal pass
  61492. */
  61493. excludedMeshes: AbstractMesh[];
  61494. /**
  61495. * Controls the overall intensity of the post-process
  61496. */
  61497. exposure: number;
  61498. /**
  61499. * Dissipates each sample's contribution in range [0, 1]
  61500. */
  61501. decay: number;
  61502. /**
  61503. * Controls the overall intensity of each sample
  61504. */
  61505. weight: number;
  61506. /**
  61507. * Controls the density of each sample
  61508. */
  61509. density: number;
  61510. /**
  61511. * @constructor
  61512. * @param name The post-process name
  61513. * @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)
  61514. * @param camera The camera that the post-process will be attached to
  61515. * @param mesh The mesh used to create the light scattering
  61516. * @param samples The post-process quality, default 100
  61517. * @param samplingModeThe post-process filtering mode
  61518. * @param engine The babylon engine
  61519. * @param reusable If the post-process is reusable
  61520. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61521. */
  61522. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61523. /**
  61524. * Returns the string "VolumetricLightScatteringPostProcess"
  61525. * @returns "VolumetricLightScatteringPostProcess"
  61526. */
  61527. getClassName(): string;
  61528. private _isReady;
  61529. /**
  61530. * Sets the new light position for light scattering effect
  61531. * @param position The new custom light position
  61532. */
  61533. setCustomMeshPosition(position: Vector3): void;
  61534. /**
  61535. * Returns the light position for light scattering effect
  61536. * @return Vector3 The custom light position
  61537. */
  61538. getCustomMeshPosition(): Vector3;
  61539. /**
  61540. * Disposes the internal assets and detaches the post-process from the camera
  61541. */
  61542. dispose(camera: Camera): void;
  61543. /**
  61544. * Returns the render target texture used by the post-process
  61545. * @return the render target texture used by the post-process
  61546. */
  61547. getPass(): RenderTargetTexture;
  61548. private _meshExcluded;
  61549. private _createPass;
  61550. private _updateMeshScreenCoordinates;
  61551. /**
  61552. * Creates a default mesh for the Volumeric Light Scattering post-process
  61553. * @param name The mesh name
  61554. * @param scene The scene where to create the mesh
  61555. * @return the default mesh
  61556. */
  61557. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61558. }
  61559. }
  61560. declare module "babylonjs/PostProcesses/index" {
  61561. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61562. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61563. export * from "babylonjs/PostProcesses/bloomEffect";
  61564. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61565. export * from "babylonjs/PostProcesses/blurPostProcess";
  61566. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61567. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61568. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61569. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61570. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61571. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61572. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61573. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61574. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61575. export * from "babylonjs/PostProcesses/filterPostProcess";
  61576. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61577. export * from "babylonjs/PostProcesses/grainPostProcess";
  61578. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61579. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61580. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61581. export * from "babylonjs/PostProcesses/passPostProcess";
  61582. export * from "babylonjs/PostProcesses/postProcess";
  61583. export * from "babylonjs/PostProcesses/postProcessManager";
  61584. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61585. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61586. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61587. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61588. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61589. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61590. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61591. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61592. }
  61593. declare module "babylonjs/Probes/index" {
  61594. export * from "babylonjs/Probes/reflectionProbe";
  61595. }
  61596. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61597. import { Scene } from "babylonjs/scene";
  61598. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61599. import { SmartArray } from "babylonjs/Misc/smartArray";
  61600. import { ISceneComponent } from "babylonjs/sceneComponent";
  61601. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61602. import "babylonjs/Meshes/Builders/boxBuilder";
  61603. import "babylonjs/Shaders/color.fragment";
  61604. import "babylonjs/Shaders/color.vertex";
  61605. import { Color3 } from "babylonjs/Maths/math.color";
  61606. module "babylonjs/scene" {
  61607. interface Scene {
  61608. /** @hidden (Backing field) */
  61609. _boundingBoxRenderer: BoundingBoxRenderer;
  61610. /** @hidden (Backing field) */
  61611. _forceShowBoundingBoxes: boolean;
  61612. /**
  61613. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61614. */
  61615. forceShowBoundingBoxes: boolean;
  61616. /**
  61617. * Gets the bounding box renderer associated with the scene
  61618. * @returns a BoundingBoxRenderer
  61619. */
  61620. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61621. }
  61622. }
  61623. module "babylonjs/Meshes/abstractMesh" {
  61624. interface AbstractMesh {
  61625. /** @hidden (Backing field) */
  61626. _showBoundingBox: boolean;
  61627. /**
  61628. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61629. */
  61630. showBoundingBox: boolean;
  61631. }
  61632. }
  61633. /**
  61634. * Component responsible of rendering the bounding box of the meshes in a scene.
  61635. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61636. */
  61637. export class BoundingBoxRenderer implements ISceneComponent {
  61638. /**
  61639. * The component name helpfull to identify the component in the list of scene components.
  61640. */
  61641. readonly name: string;
  61642. /**
  61643. * The scene the component belongs to.
  61644. */
  61645. scene: Scene;
  61646. /**
  61647. * Color of the bounding box lines placed in front of an object
  61648. */
  61649. frontColor: Color3;
  61650. /**
  61651. * Color of the bounding box lines placed behind an object
  61652. */
  61653. backColor: Color3;
  61654. /**
  61655. * Defines if the renderer should show the back lines or not
  61656. */
  61657. showBackLines: boolean;
  61658. /**
  61659. * @hidden
  61660. */
  61661. renderList: SmartArray<BoundingBox>;
  61662. private _colorShader;
  61663. private _vertexBuffers;
  61664. private _indexBuffer;
  61665. private _fillIndexBuffer;
  61666. private _fillIndexData;
  61667. /**
  61668. * Instantiates a new bounding box renderer in a scene.
  61669. * @param scene the scene the renderer renders in
  61670. */
  61671. constructor(scene: Scene);
  61672. /**
  61673. * Registers the component in a given scene
  61674. */
  61675. register(): void;
  61676. private _evaluateSubMesh;
  61677. private _activeMesh;
  61678. private _prepareRessources;
  61679. private _createIndexBuffer;
  61680. /**
  61681. * Rebuilds the elements related to this component in case of
  61682. * context lost for instance.
  61683. */
  61684. rebuild(): void;
  61685. /**
  61686. * @hidden
  61687. */
  61688. reset(): void;
  61689. /**
  61690. * Render the bounding boxes of a specific rendering group
  61691. * @param renderingGroupId defines the rendering group to render
  61692. */
  61693. render(renderingGroupId: number): void;
  61694. /**
  61695. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61696. * @param mesh Define the mesh to render the occlusion bounding box for
  61697. */
  61698. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61699. /**
  61700. * Dispose and release the resources attached to this renderer.
  61701. */
  61702. dispose(): void;
  61703. }
  61704. }
  61705. declare module "babylonjs/Shaders/depth.fragment" {
  61706. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61707. /** @hidden */
  61708. export var depthPixelShader: {
  61709. name: string;
  61710. shader: string;
  61711. };
  61712. }
  61713. declare module "babylonjs/Rendering/depthRenderer" {
  61714. import { Nullable } from "babylonjs/types";
  61715. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61716. import { Scene } from "babylonjs/scene";
  61717. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61718. import { Camera } from "babylonjs/Cameras/camera";
  61719. import "babylonjs/Shaders/depth.fragment";
  61720. import "babylonjs/Shaders/depth.vertex";
  61721. /**
  61722. * This represents a depth renderer in Babylon.
  61723. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61724. */
  61725. export class DepthRenderer {
  61726. private _scene;
  61727. private _depthMap;
  61728. private _effect;
  61729. private readonly _storeNonLinearDepth;
  61730. private readonly _clearColor;
  61731. /** Get if the depth renderer is using packed depth or not */
  61732. readonly isPacked: boolean;
  61733. private _cachedDefines;
  61734. private _camera;
  61735. /**
  61736. * Specifiess that the depth renderer will only be used within
  61737. * the camera it is created for.
  61738. * This can help forcing its rendering during the camera processing.
  61739. */
  61740. useOnlyInActiveCamera: boolean;
  61741. /** @hidden */
  61742. static _SceneComponentInitialization: (scene: Scene) => void;
  61743. /**
  61744. * Instantiates a depth renderer
  61745. * @param scene The scene the renderer belongs to
  61746. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61747. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61748. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61749. */
  61750. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61751. /**
  61752. * Creates the depth rendering effect and checks if the effect is ready.
  61753. * @param subMesh The submesh to be used to render the depth map of
  61754. * @param useInstances If multiple world instances should be used
  61755. * @returns if the depth renderer is ready to render the depth map
  61756. */
  61757. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61758. /**
  61759. * Gets the texture which the depth map will be written to.
  61760. * @returns The depth map texture
  61761. */
  61762. getDepthMap(): RenderTargetTexture;
  61763. /**
  61764. * Disposes of the depth renderer.
  61765. */
  61766. dispose(): void;
  61767. }
  61768. }
  61769. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61770. import { Nullable } from "babylonjs/types";
  61771. import { Scene } from "babylonjs/scene";
  61772. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61773. import { Camera } from "babylonjs/Cameras/camera";
  61774. import { ISceneComponent } from "babylonjs/sceneComponent";
  61775. module "babylonjs/scene" {
  61776. interface Scene {
  61777. /** @hidden (Backing field) */
  61778. _depthRenderer: {
  61779. [id: string]: DepthRenderer;
  61780. };
  61781. /**
  61782. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61783. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61784. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61785. * @returns the created depth renderer
  61786. */
  61787. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61788. /**
  61789. * Disables a depth renderer for a given camera
  61790. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61791. */
  61792. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61793. }
  61794. }
  61795. /**
  61796. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61797. * in several rendering techniques.
  61798. */
  61799. export class DepthRendererSceneComponent implements ISceneComponent {
  61800. /**
  61801. * The component name helpfull to identify the component in the list of scene components.
  61802. */
  61803. readonly name: string;
  61804. /**
  61805. * The scene the component belongs to.
  61806. */
  61807. scene: Scene;
  61808. /**
  61809. * Creates a new instance of the component for the given scene
  61810. * @param scene Defines the scene to register the component in
  61811. */
  61812. constructor(scene: Scene);
  61813. /**
  61814. * Registers the component in a given scene
  61815. */
  61816. register(): void;
  61817. /**
  61818. * Rebuilds the elements related to this component in case of
  61819. * context lost for instance.
  61820. */
  61821. rebuild(): void;
  61822. /**
  61823. * Disposes the component and the associated ressources
  61824. */
  61825. dispose(): void;
  61826. private _gatherRenderTargets;
  61827. private _gatherActiveCameraRenderTargets;
  61828. }
  61829. }
  61830. declare module "babylonjs/Shaders/outline.fragment" {
  61831. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61832. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61833. /** @hidden */
  61834. export var outlinePixelShader: {
  61835. name: string;
  61836. shader: string;
  61837. };
  61838. }
  61839. declare module "babylonjs/Shaders/outline.vertex" {
  61840. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61841. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61842. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61843. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61844. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61845. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61846. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61847. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61848. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61849. /** @hidden */
  61850. export var outlineVertexShader: {
  61851. name: string;
  61852. shader: string;
  61853. };
  61854. }
  61855. declare module "babylonjs/Rendering/outlineRenderer" {
  61856. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61857. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61858. import { Scene } from "babylonjs/scene";
  61859. import { ISceneComponent } from "babylonjs/sceneComponent";
  61860. import "babylonjs/Shaders/outline.fragment";
  61861. import "babylonjs/Shaders/outline.vertex";
  61862. module "babylonjs/scene" {
  61863. interface Scene {
  61864. /** @hidden */
  61865. _outlineRenderer: OutlineRenderer;
  61866. /**
  61867. * Gets the outline renderer associated with the scene
  61868. * @returns a OutlineRenderer
  61869. */
  61870. getOutlineRenderer(): OutlineRenderer;
  61871. }
  61872. }
  61873. module "babylonjs/Meshes/abstractMesh" {
  61874. interface AbstractMesh {
  61875. /** @hidden (Backing field) */
  61876. _renderOutline: boolean;
  61877. /**
  61878. * Gets or sets a boolean indicating if the outline must be rendered as well
  61879. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61880. */
  61881. renderOutline: boolean;
  61882. /** @hidden (Backing field) */
  61883. _renderOverlay: boolean;
  61884. /**
  61885. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61886. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61887. */
  61888. renderOverlay: boolean;
  61889. }
  61890. }
  61891. /**
  61892. * This class is responsible to draw bothe outline/overlay of meshes.
  61893. * It should not be used directly but through the available method on mesh.
  61894. */
  61895. export class OutlineRenderer implements ISceneComponent {
  61896. /**
  61897. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61898. */
  61899. private static _StencilReference;
  61900. /**
  61901. * The name of the component. Each component must have a unique name.
  61902. */
  61903. name: string;
  61904. /**
  61905. * The scene the component belongs to.
  61906. */
  61907. scene: Scene;
  61908. /**
  61909. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61910. */
  61911. zOffset: number;
  61912. private _engine;
  61913. private _effect;
  61914. private _cachedDefines;
  61915. private _savedDepthWrite;
  61916. /**
  61917. * Instantiates a new outline renderer. (There could be only one per scene).
  61918. * @param scene Defines the scene it belongs to
  61919. */
  61920. constructor(scene: Scene);
  61921. /**
  61922. * Register the component to one instance of a scene.
  61923. */
  61924. register(): void;
  61925. /**
  61926. * Rebuilds the elements related to this component in case of
  61927. * context lost for instance.
  61928. */
  61929. rebuild(): void;
  61930. /**
  61931. * Disposes the component and the associated ressources.
  61932. */
  61933. dispose(): void;
  61934. /**
  61935. * Renders the outline in the canvas.
  61936. * @param subMesh Defines the sumesh to render
  61937. * @param batch Defines the batch of meshes in case of instances
  61938. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61939. */
  61940. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61941. /**
  61942. * Returns whether or not the outline renderer is ready for a given submesh.
  61943. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61944. * @param subMesh Defines the submesh to check readyness for
  61945. * @param useInstances Defines wheter wee are trying to render instances or not
  61946. * @returns true if ready otherwise false
  61947. */
  61948. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61949. private _beforeRenderingMesh;
  61950. private _afterRenderingMesh;
  61951. }
  61952. }
  61953. declare module "babylonjs/Rendering/index" {
  61954. export * from "babylonjs/Rendering/boundingBoxRenderer";
  61955. export * from "babylonjs/Rendering/depthRenderer";
  61956. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  61957. export * from "babylonjs/Rendering/edgesRenderer";
  61958. export * from "babylonjs/Rendering/geometryBufferRenderer";
  61959. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61960. export * from "babylonjs/Rendering/outlineRenderer";
  61961. export * from "babylonjs/Rendering/renderingGroup";
  61962. export * from "babylonjs/Rendering/renderingManager";
  61963. export * from "babylonjs/Rendering/utilityLayerRenderer";
  61964. }
  61965. declare module "babylonjs/Sprites/index" {
  61966. export * from "babylonjs/Sprites/sprite";
  61967. export * from "babylonjs/Sprites/spriteManager";
  61968. export * from "babylonjs/Sprites/spriteSceneComponent";
  61969. }
  61970. declare module "babylonjs/Misc/assetsManager" {
  61971. import { Scene } from "babylonjs/scene";
  61972. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61973. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61974. import { Skeleton } from "babylonjs/Bones/skeleton";
  61975. import { Observable } from "babylonjs/Misc/observable";
  61976. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  61977. import { Texture } from "babylonjs/Materials/Textures/texture";
  61978. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  61979. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  61980. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  61981. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  61982. /**
  61983. * Defines the list of states available for a task inside a AssetsManager
  61984. */
  61985. export enum AssetTaskState {
  61986. /**
  61987. * Initialization
  61988. */
  61989. INIT = 0,
  61990. /**
  61991. * Running
  61992. */
  61993. RUNNING = 1,
  61994. /**
  61995. * Done
  61996. */
  61997. DONE = 2,
  61998. /**
  61999. * Error
  62000. */
  62001. ERROR = 3
  62002. }
  62003. /**
  62004. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62005. */
  62006. export abstract class AbstractAssetTask {
  62007. /**
  62008. * Task name
  62009. */ name: string;
  62010. /**
  62011. * Callback called when the task is successful
  62012. */
  62013. onSuccess: (task: any) => void;
  62014. /**
  62015. * Callback called when the task is not successful
  62016. */
  62017. onError: (task: any, message?: string, exception?: any) => void;
  62018. /**
  62019. * Creates a new AssetsManager
  62020. * @param name defines the name of the task
  62021. */
  62022. constructor(
  62023. /**
  62024. * Task name
  62025. */ name: string);
  62026. private _isCompleted;
  62027. private _taskState;
  62028. private _errorObject;
  62029. /**
  62030. * Get if the task is completed
  62031. */
  62032. readonly isCompleted: boolean;
  62033. /**
  62034. * Gets the current state of the task
  62035. */
  62036. readonly taskState: AssetTaskState;
  62037. /**
  62038. * Gets the current error object (if task is in error)
  62039. */
  62040. readonly errorObject: {
  62041. message?: string;
  62042. exception?: any;
  62043. };
  62044. /**
  62045. * Internal only
  62046. * @hidden
  62047. */
  62048. _setErrorObject(message?: string, exception?: any): void;
  62049. /**
  62050. * Execute the current task
  62051. * @param scene defines the scene where you want your assets to be loaded
  62052. * @param onSuccess is a callback called when the task is successfully executed
  62053. * @param onError is a callback called if an error occurs
  62054. */
  62055. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62056. /**
  62057. * Execute the current task
  62058. * @param scene defines the scene where you want your assets to be loaded
  62059. * @param onSuccess is a callback called when the task is successfully executed
  62060. * @param onError is a callback called if an error occurs
  62061. */
  62062. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62063. /**
  62064. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62065. * This can be used with failed tasks that have the reason for failure fixed.
  62066. */
  62067. reset(): void;
  62068. private onErrorCallback;
  62069. private onDoneCallback;
  62070. }
  62071. /**
  62072. * Define the interface used by progress events raised during assets loading
  62073. */
  62074. export interface IAssetsProgressEvent {
  62075. /**
  62076. * Defines the number of remaining tasks to process
  62077. */
  62078. remainingCount: number;
  62079. /**
  62080. * Defines the total number of tasks
  62081. */
  62082. totalCount: number;
  62083. /**
  62084. * Defines the task that was just processed
  62085. */
  62086. task: AbstractAssetTask;
  62087. }
  62088. /**
  62089. * Class used to share progress information about assets loading
  62090. */
  62091. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62092. /**
  62093. * Defines the number of remaining tasks to process
  62094. */
  62095. remainingCount: number;
  62096. /**
  62097. * Defines the total number of tasks
  62098. */
  62099. totalCount: number;
  62100. /**
  62101. * Defines the task that was just processed
  62102. */
  62103. task: AbstractAssetTask;
  62104. /**
  62105. * Creates a AssetsProgressEvent
  62106. * @param remainingCount defines the number of remaining tasks to process
  62107. * @param totalCount defines the total number of tasks
  62108. * @param task defines the task that was just processed
  62109. */
  62110. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62111. }
  62112. /**
  62113. * Define a task used by AssetsManager to load meshes
  62114. */
  62115. export class MeshAssetTask extends AbstractAssetTask {
  62116. /**
  62117. * Defines the name of the task
  62118. */
  62119. name: string;
  62120. /**
  62121. * Defines the list of mesh's names you want to load
  62122. */
  62123. meshesNames: any;
  62124. /**
  62125. * Defines the root url to use as a base to load your meshes and associated resources
  62126. */
  62127. rootUrl: string;
  62128. /**
  62129. * Defines the filename of the scene to load from
  62130. */
  62131. sceneFilename: string;
  62132. /**
  62133. * Gets the list of loaded meshes
  62134. */
  62135. loadedMeshes: Array<AbstractMesh>;
  62136. /**
  62137. * Gets the list of loaded particle systems
  62138. */
  62139. loadedParticleSystems: Array<IParticleSystem>;
  62140. /**
  62141. * Gets the list of loaded skeletons
  62142. */
  62143. loadedSkeletons: Array<Skeleton>;
  62144. /**
  62145. * Gets the list of loaded animation groups
  62146. */
  62147. loadedAnimationGroups: Array<AnimationGroup>;
  62148. /**
  62149. * Callback called when the task is successful
  62150. */
  62151. onSuccess: (task: MeshAssetTask) => void;
  62152. /**
  62153. * Callback called when the task is successful
  62154. */
  62155. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62156. /**
  62157. * Creates a new MeshAssetTask
  62158. * @param name defines the name of the task
  62159. * @param meshesNames defines the list of mesh's names you want to load
  62160. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62161. * @param sceneFilename defines the filename of the scene to load from
  62162. */
  62163. constructor(
  62164. /**
  62165. * Defines the name of the task
  62166. */
  62167. name: string,
  62168. /**
  62169. * Defines the list of mesh's names you want to load
  62170. */
  62171. meshesNames: any,
  62172. /**
  62173. * Defines the root url to use as a base to load your meshes and associated resources
  62174. */
  62175. rootUrl: string,
  62176. /**
  62177. * Defines the filename of the scene to load from
  62178. */
  62179. sceneFilename: string);
  62180. /**
  62181. * Execute the current task
  62182. * @param scene defines the scene where you want your assets to be loaded
  62183. * @param onSuccess is a callback called when the task is successfully executed
  62184. * @param onError is a callback called if an error occurs
  62185. */
  62186. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62187. }
  62188. /**
  62189. * Define a task used by AssetsManager to load text content
  62190. */
  62191. export class TextFileAssetTask extends AbstractAssetTask {
  62192. /**
  62193. * Defines the name of the task
  62194. */
  62195. name: string;
  62196. /**
  62197. * Defines the location of the file to load
  62198. */
  62199. url: string;
  62200. /**
  62201. * Gets the loaded text string
  62202. */
  62203. text: string;
  62204. /**
  62205. * Callback called when the task is successful
  62206. */
  62207. onSuccess: (task: TextFileAssetTask) => void;
  62208. /**
  62209. * Callback called when the task is successful
  62210. */
  62211. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62212. /**
  62213. * Creates a new TextFileAssetTask object
  62214. * @param name defines the name of the task
  62215. * @param url defines the location of the file to load
  62216. */
  62217. constructor(
  62218. /**
  62219. * Defines the name of the task
  62220. */
  62221. name: string,
  62222. /**
  62223. * Defines the location of the file to load
  62224. */
  62225. url: string);
  62226. /**
  62227. * Execute the current task
  62228. * @param scene defines the scene where you want your assets to be loaded
  62229. * @param onSuccess is a callback called when the task is successfully executed
  62230. * @param onError is a callback called if an error occurs
  62231. */
  62232. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62233. }
  62234. /**
  62235. * Define a task used by AssetsManager to load binary data
  62236. */
  62237. export class BinaryFileAssetTask extends AbstractAssetTask {
  62238. /**
  62239. * Defines the name of the task
  62240. */
  62241. name: string;
  62242. /**
  62243. * Defines the location of the file to load
  62244. */
  62245. url: string;
  62246. /**
  62247. * Gets the lodaded data (as an array buffer)
  62248. */
  62249. data: ArrayBuffer;
  62250. /**
  62251. * Callback called when the task is successful
  62252. */
  62253. onSuccess: (task: BinaryFileAssetTask) => void;
  62254. /**
  62255. * Callback called when the task is successful
  62256. */
  62257. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62258. /**
  62259. * Creates a new BinaryFileAssetTask object
  62260. * @param name defines the name of the new task
  62261. * @param url defines the location of the file to load
  62262. */
  62263. constructor(
  62264. /**
  62265. * Defines the name of the task
  62266. */
  62267. name: string,
  62268. /**
  62269. * Defines the location of the file to load
  62270. */
  62271. url: string);
  62272. /**
  62273. * Execute the current task
  62274. * @param scene defines the scene where you want your assets to be loaded
  62275. * @param onSuccess is a callback called when the task is successfully executed
  62276. * @param onError is a callback called if an error occurs
  62277. */
  62278. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62279. }
  62280. /**
  62281. * Define a task used by AssetsManager to load images
  62282. */
  62283. export class ImageAssetTask extends AbstractAssetTask {
  62284. /**
  62285. * Defines the name of the task
  62286. */
  62287. name: string;
  62288. /**
  62289. * Defines the location of the image to load
  62290. */
  62291. url: string;
  62292. /**
  62293. * Gets the loaded images
  62294. */
  62295. image: HTMLImageElement;
  62296. /**
  62297. * Callback called when the task is successful
  62298. */
  62299. onSuccess: (task: ImageAssetTask) => void;
  62300. /**
  62301. * Callback called when the task is successful
  62302. */
  62303. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62304. /**
  62305. * Creates a new ImageAssetTask
  62306. * @param name defines the name of the task
  62307. * @param url defines the location of the image to load
  62308. */
  62309. constructor(
  62310. /**
  62311. * Defines the name of the task
  62312. */
  62313. name: string,
  62314. /**
  62315. * Defines the location of the image to load
  62316. */
  62317. url: string);
  62318. /**
  62319. * Execute the current task
  62320. * @param scene defines the scene where you want your assets to be loaded
  62321. * @param onSuccess is a callback called when the task is successfully executed
  62322. * @param onError is a callback called if an error occurs
  62323. */
  62324. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62325. }
  62326. /**
  62327. * Defines the interface used by texture loading tasks
  62328. */
  62329. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62330. /**
  62331. * Gets the loaded texture
  62332. */
  62333. texture: TEX;
  62334. }
  62335. /**
  62336. * Define a task used by AssetsManager to load 2D textures
  62337. */
  62338. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62339. /**
  62340. * Defines the name of the task
  62341. */
  62342. name: string;
  62343. /**
  62344. * Defines the location of the file to load
  62345. */
  62346. url: string;
  62347. /**
  62348. * Defines if mipmap should not be generated (default is false)
  62349. */
  62350. noMipmap?: boolean | undefined;
  62351. /**
  62352. * Defines if texture must be inverted on Y axis (default is false)
  62353. */
  62354. invertY?: boolean | undefined;
  62355. /**
  62356. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62357. */
  62358. samplingMode: number;
  62359. /**
  62360. * Gets the loaded texture
  62361. */
  62362. texture: Texture;
  62363. /**
  62364. * Callback called when the task is successful
  62365. */
  62366. onSuccess: (task: TextureAssetTask) => void;
  62367. /**
  62368. * Callback called when the task is successful
  62369. */
  62370. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62371. /**
  62372. * Creates a new TextureAssetTask object
  62373. * @param name defines the name of the task
  62374. * @param url defines the location of the file to load
  62375. * @param noMipmap defines if mipmap should not be generated (default is false)
  62376. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62377. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62378. */
  62379. constructor(
  62380. /**
  62381. * Defines the name of the task
  62382. */
  62383. name: string,
  62384. /**
  62385. * Defines the location of the file to load
  62386. */
  62387. url: string,
  62388. /**
  62389. * Defines if mipmap should not be generated (default is false)
  62390. */
  62391. noMipmap?: boolean | undefined,
  62392. /**
  62393. * Defines if texture must be inverted on Y axis (default is false)
  62394. */
  62395. invertY?: boolean | undefined,
  62396. /**
  62397. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62398. */
  62399. samplingMode?: number);
  62400. /**
  62401. * Execute the current task
  62402. * @param scene defines the scene where you want your assets to be loaded
  62403. * @param onSuccess is a callback called when the task is successfully executed
  62404. * @param onError is a callback called if an error occurs
  62405. */
  62406. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62407. }
  62408. /**
  62409. * Define a task used by AssetsManager to load cube textures
  62410. */
  62411. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62412. /**
  62413. * Defines the name of the task
  62414. */
  62415. name: string;
  62416. /**
  62417. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62418. */
  62419. url: string;
  62420. /**
  62421. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62422. */
  62423. extensions?: string[] | undefined;
  62424. /**
  62425. * Defines if mipmaps should not be generated (default is false)
  62426. */
  62427. noMipmap?: boolean | undefined;
  62428. /**
  62429. * Defines the explicit list of files (undefined by default)
  62430. */
  62431. files?: string[] | undefined;
  62432. /**
  62433. * Gets the loaded texture
  62434. */
  62435. texture: CubeTexture;
  62436. /**
  62437. * Callback called when the task is successful
  62438. */
  62439. onSuccess: (task: CubeTextureAssetTask) => void;
  62440. /**
  62441. * Callback called when the task is successful
  62442. */
  62443. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62444. /**
  62445. * Creates a new CubeTextureAssetTask
  62446. * @param name defines the name of the task
  62447. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62448. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62449. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62450. * @param files defines the explicit list of files (undefined by default)
  62451. */
  62452. constructor(
  62453. /**
  62454. * Defines the name of the task
  62455. */
  62456. name: string,
  62457. /**
  62458. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62459. */
  62460. url: string,
  62461. /**
  62462. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62463. */
  62464. extensions?: string[] | undefined,
  62465. /**
  62466. * Defines if mipmaps should not be generated (default is false)
  62467. */
  62468. noMipmap?: boolean | undefined,
  62469. /**
  62470. * Defines the explicit list of files (undefined by default)
  62471. */
  62472. files?: string[] | undefined);
  62473. /**
  62474. * Execute the current task
  62475. * @param scene defines the scene where you want your assets to be loaded
  62476. * @param onSuccess is a callback called when the task is successfully executed
  62477. * @param onError is a callback called if an error occurs
  62478. */
  62479. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62480. }
  62481. /**
  62482. * Define a task used by AssetsManager to load HDR cube textures
  62483. */
  62484. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62485. /**
  62486. * Defines the name of the task
  62487. */
  62488. name: string;
  62489. /**
  62490. * Defines the location of the file to load
  62491. */
  62492. url: string;
  62493. /**
  62494. * Defines the desired size (the more it increases the longer the generation will be)
  62495. */
  62496. size: number;
  62497. /**
  62498. * Defines if mipmaps should not be generated (default is false)
  62499. */
  62500. noMipmap: boolean;
  62501. /**
  62502. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62503. */
  62504. generateHarmonics: boolean;
  62505. /**
  62506. * 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)
  62507. */
  62508. gammaSpace: boolean;
  62509. /**
  62510. * Internal Use Only
  62511. */
  62512. reserved: boolean;
  62513. /**
  62514. * Gets the loaded texture
  62515. */
  62516. texture: HDRCubeTexture;
  62517. /**
  62518. * Callback called when the task is successful
  62519. */
  62520. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62521. /**
  62522. * Callback called when the task is successful
  62523. */
  62524. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62525. /**
  62526. * Creates a new HDRCubeTextureAssetTask object
  62527. * @param name defines the name of the task
  62528. * @param url defines the location of the file to load
  62529. * @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.
  62530. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62531. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62532. * @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)
  62533. * @param reserved Internal use only
  62534. */
  62535. constructor(
  62536. /**
  62537. * Defines the name of the task
  62538. */
  62539. name: string,
  62540. /**
  62541. * Defines the location of the file to load
  62542. */
  62543. url: string,
  62544. /**
  62545. * Defines the desired size (the more it increases the longer the generation will be)
  62546. */
  62547. size: number,
  62548. /**
  62549. * Defines if mipmaps should not be generated (default is false)
  62550. */
  62551. noMipmap?: boolean,
  62552. /**
  62553. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62554. */
  62555. generateHarmonics?: boolean,
  62556. /**
  62557. * 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)
  62558. */
  62559. gammaSpace?: boolean,
  62560. /**
  62561. * Internal Use Only
  62562. */
  62563. reserved?: boolean);
  62564. /**
  62565. * Execute the current task
  62566. * @param scene defines the scene where you want your assets to be loaded
  62567. * @param onSuccess is a callback called when the task is successfully executed
  62568. * @param onError is a callback called if an error occurs
  62569. */
  62570. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62571. }
  62572. /**
  62573. * Define a task used by AssetsManager to load Equirectangular cube textures
  62574. */
  62575. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62576. /**
  62577. * Defines the name of the task
  62578. */
  62579. name: string;
  62580. /**
  62581. * Defines the location of the file to load
  62582. */
  62583. url: string;
  62584. /**
  62585. * Defines the desired size (the more it increases the longer the generation will be)
  62586. */
  62587. size: number;
  62588. /**
  62589. * Defines if mipmaps should not be generated (default is false)
  62590. */
  62591. noMipmap: boolean;
  62592. /**
  62593. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62594. * but the standard material would require them in Gamma space) (default is true)
  62595. */
  62596. gammaSpace: boolean;
  62597. /**
  62598. * Gets the loaded texture
  62599. */
  62600. texture: EquiRectangularCubeTexture;
  62601. /**
  62602. * Callback called when the task is successful
  62603. */
  62604. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62605. /**
  62606. * Callback called when the task is successful
  62607. */
  62608. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62609. /**
  62610. * Creates a new EquiRectangularCubeTextureAssetTask object
  62611. * @param name defines the name of the task
  62612. * @param url defines the location of the file to load
  62613. * @param size defines the desired size (the more it increases the longer the generation will be)
  62614. * If the size is omitted this implies you are using a preprocessed cubemap.
  62615. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62616. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62617. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62618. * (default is true)
  62619. */
  62620. constructor(
  62621. /**
  62622. * Defines the name of the task
  62623. */
  62624. name: string,
  62625. /**
  62626. * Defines the location of the file to load
  62627. */
  62628. url: string,
  62629. /**
  62630. * Defines the desired size (the more it increases the longer the generation will be)
  62631. */
  62632. size: number,
  62633. /**
  62634. * Defines if mipmaps should not be generated (default is false)
  62635. */
  62636. noMipmap?: boolean,
  62637. /**
  62638. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62639. * but the standard material would require them in Gamma space) (default is true)
  62640. */
  62641. gammaSpace?: boolean);
  62642. /**
  62643. * Execute the current task
  62644. * @param scene defines the scene where you want your assets to be loaded
  62645. * @param onSuccess is a callback called when the task is successfully executed
  62646. * @param onError is a callback called if an error occurs
  62647. */
  62648. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62649. }
  62650. /**
  62651. * This class can be used to easily import assets into a scene
  62652. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62653. */
  62654. export class AssetsManager {
  62655. private _scene;
  62656. private _isLoading;
  62657. protected _tasks: AbstractAssetTask[];
  62658. protected _waitingTasksCount: number;
  62659. protected _totalTasksCount: number;
  62660. /**
  62661. * Callback called when all tasks are processed
  62662. */
  62663. onFinish: (tasks: AbstractAssetTask[]) => void;
  62664. /**
  62665. * Callback called when a task is successful
  62666. */
  62667. onTaskSuccess: (task: AbstractAssetTask) => void;
  62668. /**
  62669. * Callback called when a task had an error
  62670. */
  62671. onTaskError: (task: AbstractAssetTask) => void;
  62672. /**
  62673. * Callback called when a task is done (whatever the result is)
  62674. */
  62675. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62676. /**
  62677. * Observable called when all tasks are processed
  62678. */
  62679. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62680. /**
  62681. * Observable called when a task had an error
  62682. */
  62683. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62684. /**
  62685. * Observable called when all tasks were executed
  62686. */
  62687. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62688. /**
  62689. * Observable called when a task is done (whatever the result is)
  62690. */
  62691. onProgressObservable: Observable<IAssetsProgressEvent>;
  62692. /**
  62693. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62694. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62695. */
  62696. useDefaultLoadingScreen: boolean;
  62697. /**
  62698. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62699. * when all assets have been downloaded.
  62700. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62701. */
  62702. autoHideLoadingUI: boolean;
  62703. /**
  62704. * Creates a new AssetsManager
  62705. * @param scene defines the scene to work on
  62706. */
  62707. constructor(scene: Scene);
  62708. /**
  62709. * Add a MeshAssetTask to the list of active tasks
  62710. * @param taskName defines the name of the new task
  62711. * @param meshesNames defines the name of meshes to load
  62712. * @param rootUrl defines the root url to use to locate files
  62713. * @param sceneFilename defines the filename of the scene file
  62714. * @returns a new MeshAssetTask object
  62715. */
  62716. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62717. /**
  62718. * Add a TextFileAssetTask to the list of active tasks
  62719. * @param taskName defines the name of the new task
  62720. * @param url defines the url of the file to load
  62721. * @returns a new TextFileAssetTask object
  62722. */
  62723. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62724. /**
  62725. * Add a BinaryFileAssetTask to the list of active tasks
  62726. * @param taskName defines the name of the new task
  62727. * @param url defines the url of the file to load
  62728. * @returns a new BinaryFileAssetTask object
  62729. */
  62730. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62731. /**
  62732. * Add a ImageAssetTask to the list of active tasks
  62733. * @param taskName defines the name of the new task
  62734. * @param url defines the url of the file to load
  62735. * @returns a new ImageAssetTask object
  62736. */
  62737. addImageTask(taskName: string, url: string): ImageAssetTask;
  62738. /**
  62739. * Add a TextureAssetTask to the list of active tasks
  62740. * @param taskName defines the name of the new task
  62741. * @param url defines the url of the file to load
  62742. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62743. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62744. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62745. * @returns a new TextureAssetTask object
  62746. */
  62747. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62748. /**
  62749. * Add a CubeTextureAssetTask to the list of active tasks
  62750. * @param taskName defines the name of the new task
  62751. * @param url defines the url of the file to load
  62752. * @param extensions defines the extension to use to load the cube map (can be null)
  62753. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62754. * @param files defines the list of files to load (can be null)
  62755. * @returns a new CubeTextureAssetTask object
  62756. */
  62757. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62758. /**
  62759. *
  62760. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62761. * @param taskName defines the name of the new task
  62762. * @param url defines the url of the file to load
  62763. * @param size defines the size you want for the cubemap (can be null)
  62764. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62765. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62766. * @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)
  62767. * @param reserved Internal use only
  62768. * @returns a new HDRCubeTextureAssetTask object
  62769. */
  62770. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62771. /**
  62772. *
  62773. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62774. * @param taskName defines the name of the new task
  62775. * @param url defines the url of the file to load
  62776. * @param size defines the size you want for the cubemap (can be null)
  62777. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62778. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62779. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62780. * @returns a new EquiRectangularCubeTextureAssetTask object
  62781. */
  62782. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62783. /**
  62784. * Remove a task from the assets manager.
  62785. * @param task the task to remove
  62786. */
  62787. removeTask(task: AbstractAssetTask): void;
  62788. private _decreaseWaitingTasksCount;
  62789. private _runTask;
  62790. /**
  62791. * Reset the AssetsManager and remove all tasks
  62792. * @return the current instance of the AssetsManager
  62793. */
  62794. reset(): AssetsManager;
  62795. /**
  62796. * Start the loading process
  62797. * @return the current instance of the AssetsManager
  62798. */
  62799. load(): AssetsManager;
  62800. /**
  62801. * Start the loading process as an async operation
  62802. * @return a promise returning the list of failed tasks
  62803. */
  62804. loadAsync(): Promise<void>;
  62805. }
  62806. }
  62807. declare module "babylonjs/Misc/deferred" {
  62808. /**
  62809. * Wrapper class for promise with external resolve and reject.
  62810. */
  62811. export class Deferred<T> {
  62812. /**
  62813. * The promise associated with this deferred object.
  62814. */
  62815. readonly promise: Promise<T>;
  62816. private _resolve;
  62817. private _reject;
  62818. /**
  62819. * The resolve method of the promise associated with this deferred object.
  62820. */
  62821. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62822. /**
  62823. * The reject method of the promise associated with this deferred object.
  62824. */
  62825. readonly reject: (reason?: any) => void;
  62826. /**
  62827. * Constructor for this deferred object.
  62828. */
  62829. constructor();
  62830. }
  62831. }
  62832. declare module "babylonjs/Misc/meshExploder" {
  62833. import { Mesh } from "babylonjs/Meshes/mesh";
  62834. /**
  62835. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62836. */
  62837. export class MeshExploder {
  62838. private _centerMesh;
  62839. private _meshes;
  62840. private _meshesOrigins;
  62841. private _toCenterVectors;
  62842. private _scaledDirection;
  62843. private _newPosition;
  62844. private _centerPosition;
  62845. /**
  62846. * Explodes meshes from a center mesh.
  62847. * @param meshes The meshes to explode.
  62848. * @param centerMesh The mesh to be center of explosion.
  62849. */
  62850. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62851. private _setCenterMesh;
  62852. /**
  62853. * Get class name
  62854. * @returns "MeshExploder"
  62855. */
  62856. getClassName(): string;
  62857. /**
  62858. * "Exploded meshes"
  62859. * @returns Array of meshes with the centerMesh at index 0.
  62860. */
  62861. getMeshes(): Array<Mesh>;
  62862. /**
  62863. * Explodes meshes giving a specific direction
  62864. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62865. */
  62866. explode(direction?: number): void;
  62867. }
  62868. }
  62869. declare module "babylonjs/Misc/filesInput" {
  62870. import { Engine } from "babylonjs/Engines/engine";
  62871. import { Scene } from "babylonjs/scene";
  62872. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  62873. /**
  62874. * Class used to help managing file picking and drag'n'drop
  62875. */
  62876. export class FilesInput {
  62877. /**
  62878. * List of files ready to be loaded
  62879. */
  62880. static readonly FilesToLoad: {
  62881. [key: string]: File;
  62882. };
  62883. /**
  62884. * Callback called when a file is processed
  62885. */
  62886. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62887. private _engine;
  62888. private _currentScene;
  62889. private _sceneLoadedCallback;
  62890. private _progressCallback;
  62891. private _additionalRenderLoopLogicCallback;
  62892. private _textureLoadingCallback;
  62893. private _startingProcessingFilesCallback;
  62894. private _onReloadCallback;
  62895. private _errorCallback;
  62896. private _elementToMonitor;
  62897. private _sceneFileToLoad;
  62898. private _filesToLoad;
  62899. /**
  62900. * Creates a new FilesInput
  62901. * @param engine defines the rendering engine
  62902. * @param scene defines the hosting scene
  62903. * @param sceneLoadedCallback callback called when scene is loaded
  62904. * @param progressCallback callback called to track progress
  62905. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62906. * @param textureLoadingCallback callback called when a texture is loading
  62907. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62908. * @param onReloadCallback callback called when a reload is requested
  62909. * @param errorCallback callback call if an error occurs
  62910. */
  62911. 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);
  62912. private _dragEnterHandler;
  62913. private _dragOverHandler;
  62914. private _dropHandler;
  62915. /**
  62916. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62917. * @param elementToMonitor defines the DOM element to track
  62918. */
  62919. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62920. /**
  62921. * Release all associated resources
  62922. */
  62923. dispose(): void;
  62924. private renderFunction;
  62925. private drag;
  62926. private drop;
  62927. private _traverseFolder;
  62928. private _processFiles;
  62929. /**
  62930. * Load files from a drop event
  62931. * @param event defines the drop event to use as source
  62932. */
  62933. loadFiles(event: any): void;
  62934. private _processReload;
  62935. /**
  62936. * Reload the current scene from the loaded files
  62937. */
  62938. reload(): void;
  62939. }
  62940. }
  62941. declare module "babylonjs/Misc/HighDynamicRange/index" {
  62942. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  62943. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  62944. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  62945. }
  62946. declare module "babylonjs/Misc/sceneOptimizer" {
  62947. import { Scene, IDisposable } from "babylonjs/scene";
  62948. import { Observable } from "babylonjs/Misc/observable";
  62949. /**
  62950. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62951. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62952. */
  62953. export class SceneOptimization {
  62954. /**
  62955. * Defines the priority of this optimization (0 by default which means first in the list)
  62956. */
  62957. priority: number;
  62958. /**
  62959. * Gets a string describing the action executed by the current optimization
  62960. * @returns description string
  62961. */
  62962. getDescription(): string;
  62963. /**
  62964. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62965. * @param scene defines the current scene where to apply this optimization
  62966. * @param optimizer defines the current optimizer
  62967. * @returns true if everything that can be done was applied
  62968. */
  62969. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62970. /**
  62971. * Creates the SceneOptimization object
  62972. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62973. * @param desc defines the description associated with the optimization
  62974. */
  62975. constructor(
  62976. /**
  62977. * Defines the priority of this optimization (0 by default which means first in the list)
  62978. */
  62979. priority?: number);
  62980. }
  62981. /**
  62982. * Defines an optimization used to reduce the size of render target textures
  62983. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62984. */
  62985. export class TextureOptimization extends SceneOptimization {
  62986. /**
  62987. * Defines the priority of this optimization (0 by default which means first in the list)
  62988. */
  62989. priority: number;
  62990. /**
  62991. * 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
  62992. */
  62993. maximumSize: number;
  62994. /**
  62995. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62996. */
  62997. step: number;
  62998. /**
  62999. * Gets a string describing the action executed by the current optimization
  63000. * @returns description string
  63001. */
  63002. getDescription(): string;
  63003. /**
  63004. * Creates the TextureOptimization object
  63005. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63006. * @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
  63007. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63008. */
  63009. constructor(
  63010. /**
  63011. * Defines the priority of this optimization (0 by default which means first in the list)
  63012. */
  63013. priority?: number,
  63014. /**
  63015. * 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
  63016. */
  63017. maximumSize?: number,
  63018. /**
  63019. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63020. */
  63021. step?: number);
  63022. /**
  63023. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63024. * @param scene defines the current scene where to apply this optimization
  63025. * @param optimizer defines the current optimizer
  63026. * @returns true if everything that can be done was applied
  63027. */
  63028. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63029. }
  63030. /**
  63031. * Defines an optimization used to increase or decrease the rendering resolution
  63032. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63033. */
  63034. export class HardwareScalingOptimization extends SceneOptimization {
  63035. /**
  63036. * Defines the priority of this optimization (0 by default which means first in the list)
  63037. */
  63038. priority: number;
  63039. /**
  63040. * Defines the maximum scale to use (2 by default)
  63041. */
  63042. maximumScale: number;
  63043. /**
  63044. * Defines the step to use between two passes (0.5 by default)
  63045. */
  63046. step: number;
  63047. private _currentScale;
  63048. private _directionOffset;
  63049. /**
  63050. * Gets a string describing the action executed by the current optimization
  63051. * @return description string
  63052. */
  63053. getDescription(): string;
  63054. /**
  63055. * Creates the HardwareScalingOptimization object
  63056. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63057. * @param maximumScale defines the maximum scale to use (2 by default)
  63058. * @param step defines the step to use between two passes (0.5 by default)
  63059. */
  63060. constructor(
  63061. /**
  63062. * Defines the priority of this optimization (0 by default which means first in the list)
  63063. */
  63064. priority?: number,
  63065. /**
  63066. * Defines the maximum scale to use (2 by default)
  63067. */
  63068. maximumScale?: number,
  63069. /**
  63070. * Defines the step to use between two passes (0.5 by default)
  63071. */
  63072. step?: number);
  63073. /**
  63074. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63075. * @param scene defines the current scene where to apply this optimization
  63076. * @param optimizer defines the current optimizer
  63077. * @returns true if everything that can be done was applied
  63078. */
  63079. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63080. }
  63081. /**
  63082. * Defines an optimization used to remove shadows
  63083. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63084. */
  63085. export class ShadowsOptimization extends SceneOptimization {
  63086. /**
  63087. * Gets a string describing the action executed by the current optimization
  63088. * @return description string
  63089. */
  63090. getDescription(): string;
  63091. /**
  63092. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63093. * @param scene defines the current scene where to apply this optimization
  63094. * @param optimizer defines the current optimizer
  63095. * @returns true if everything that can be done was applied
  63096. */
  63097. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63098. }
  63099. /**
  63100. * Defines an optimization used to turn post-processes off
  63101. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63102. */
  63103. export class PostProcessesOptimization extends SceneOptimization {
  63104. /**
  63105. * Gets a string describing the action executed by the current optimization
  63106. * @return description string
  63107. */
  63108. getDescription(): string;
  63109. /**
  63110. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63111. * @param scene defines the current scene where to apply this optimization
  63112. * @param optimizer defines the current optimizer
  63113. * @returns true if everything that can be done was applied
  63114. */
  63115. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63116. }
  63117. /**
  63118. * Defines an optimization used to turn lens flares off
  63119. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63120. */
  63121. export class LensFlaresOptimization extends SceneOptimization {
  63122. /**
  63123. * Gets a string describing the action executed by the current optimization
  63124. * @return description string
  63125. */
  63126. getDescription(): string;
  63127. /**
  63128. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63129. * @param scene defines the current scene where to apply this optimization
  63130. * @param optimizer defines the current optimizer
  63131. * @returns true if everything that can be done was applied
  63132. */
  63133. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63134. }
  63135. /**
  63136. * Defines an optimization based on user defined callback.
  63137. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63138. */
  63139. export class CustomOptimization extends SceneOptimization {
  63140. /**
  63141. * Callback called to apply the custom optimization.
  63142. */
  63143. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63144. /**
  63145. * Callback called to get custom description
  63146. */
  63147. onGetDescription: () => string;
  63148. /**
  63149. * Gets a string describing the action executed by the current optimization
  63150. * @returns description string
  63151. */
  63152. getDescription(): string;
  63153. /**
  63154. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63155. * @param scene defines the current scene where to apply this optimization
  63156. * @param optimizer defines the current optimizer
  63157. * @returns true if everything that can be done was applied
  63158. */
  63159. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63160. }
  63161. /**
  63162. * Defines an optimization used to turn particles off
  63163. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63164. */
  63165. export class ParticlesOptimization extends SceneOptimization {
  63166. /**
  63167. * Gets a string describing the action executed by the current optimization
  63168. * @return description string
  63169. */
  63170. getDescription(): string;
  63171. /**
  63172. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63173. * @param scene defines the current scene where to apply this optimization
  63174. * @param optimizer defines the current optimizer
  63175. * @returns true if everything that can be done was applied
  63176. */
  63177. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63178. }
  63179. /**
  63180. * Defines an optimization used to turn render targets off
  63181. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63182. */
  63183. export class RenderTargetsOptimization extends SceneOptimization {
  63184. /**
  63185. * Gets a string describing the action executed by the current optimization
  63186. * @return description string
  63187. */
  63188. getDescription(): string;
  63189. /**
  63190. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63191. * @param scene defines the current scene where to apply this optimization
  63192. * @param optimizer defines the current optimizer
  63193. * @returns true if everything that can be done was applied
  63194. */
  63195. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63196. }
  63197. /**
  63198. * Defines an optimization used to merge meshes with compatible materials
  63199. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63200. */
  63201. export class MergeMeshesOptimization extends SceneOptimization {
  63202. private static _UpdateSelectionTree;
  63203. /**
  63204. * Gets or sets a boolean which defines if optimization octree has to be updated
  63205. */
  63206. /**
  63207. * Gets or sets a boolean which defines if optimization octree has to be updated
  63208. */
  63209. static UpdateSelectionTree: boolean;
  63210. /**
  63211. * Gets a string describing the action executed by the current optimization
  63212. * @return description string
  63213. */
  63214. getDescription(): string;
  63215. private _canBeMerged;
  63216. /**
  63217. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63218. * @param scene defines the current scene where to apply this optimization
  63219. * @param optimizer defines the current optimizer
  63220. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63221. * @returns true if everything that can be done was applied
  63222. */
  63223. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63224. }
  63225. /**
  63226. * Defines a list of options used by SceneOptimizer
  63227. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63228. */
  63229. export class SceneOptimizerOptions {
  63230. /**
  63231. * Defines the target frame rate to reach (60 by default)
  63232. */
  63233. targetFrameRate: number;
  63234. /**
  63235. * Defines the interval between two checkes (2000ms by default)
  63236. */
  63237. trackerDuration: number;
  63238. /**
  63239. * Gets the list of optimizations to apply
  63240. */
  63241. optimizations: SceneOptimization[];
  63242. /**
  63243. * Creates a new list of options used by SceneOptimizer
  63244. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63245. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63246. */
  63247. constructor(
  63248. /**
  63249. * Defines the target frame rate to reach (60 by default)
  63250. */
  63251. targetFrameRate?: number,
  63252. /**
  63253. * Defines the interval between two checkes (2000ms by default)
  63254. */
  63255. trackerDuration?: number);
  63256. /**
  63257. * Add a new optimization
  63258. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63259. * @returns the current SceneOptimizerOptions
  63260. */
  63261. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63262. /**
  63263. * Add a new custom optimization
  63264. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63265. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63266. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63267. * @returns the current SceneOptimizerOptions
  63268. */
  63269. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63270. /**
  63271. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63272. * @param targetFrameRate defines the target frame rate (60 by default)
  63273. * @returns a SceneOptimizerOptions object
  63274. */
  63275. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63276. /**
  63277. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63278. * @param targetFrameRate defines the target frame rate (60 by default)
  63279. * @returns a SceneOptimizerOptions object
  63280. */
  63281. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63282. /**
  63283. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63284. * @param targetFrameRate defines the target frame rate (60 by default)
  63285. * @returns a SceneOptimizerOptions object
  63286. */
  63287. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63288. }
  63289. /**
  63290. * Class used to run optimizations in order to reach a target frame rate
  63291. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63292. */
  63293. export class SceneOptimizer implements IDisposable {
  63294. private _isRunning;
  63295. private _options;
  63296. private _scene;
  63297. private _currentPriorityLevel;
  63298. private _targetFrameRate;
  63299. private _trackerDuration;
  63300. private _currentFrameRate;
  63301. private _sceneDisposeObserver;
  63302. private _improvementMode;
  63303. /**
  63304. * Defines an observable called when the optimizer reaches the target frame rate
  63305. */
  63306. onSuccessObservable: Observable<SceneOptimizer>;
  63307. /**
  63308. * Defines an observable called when the optimizer enables an optimization
  63309. */
  63310. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63311. /**
  63312. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63313. */
  63314. onFailureObservable: Observable<SceneOptimizer>;
  63315. /**
  63316. * Gets a boolean indicating if the optimizer is in improvement mode
  63317. */
  63318. readonly isInImprovementMode: boolean;
  63319. /**
  63320. * Gets the current priority level (0 at start)
  63321. */
  63322. readonly currentPriorityLevel: number;
  63323. /**
  63324. * Gets the current frame rate checked by the SceneOptimizer
  63325. */
  63326. readonly currentFrameRate: number;
  63327. /**
  63328. * Gets or sets the current target frame rate (60 by default)
  63329. */
  63330. /**
  63331. * Gets or sets the current target frame rate (60 by default)
  63332. */
  63333. targetFrameRate: number;
  63334. /**
  63335. * Gets or sets the current interval between two checks (every 2000ms by default)
  63336. */
  63337. /**
  63338. * Gets or sets the current interval between two checks (every 2000ms by default)
  63339. */
  63340. trackerDuration: number;
  63341. /**
  63342. * Gets the list of active optimizations
  63343. */
  63344. readonly optimizations: SceneOptimization[];
  63345. /**
  63346. * Creates a new SceneOptimizer
  63347. * @param scene defines the scene to work on
  63348. * @param options defines the options to use with the SceneOptimizer
  63349. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63350. * @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)
  63351. */
  63352. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63353. /**
  63354. * Stops the current optimizer
  63355. */
  63356. stop(): void;
  63357. /**
  63358. * Reset the optimizer to initial step (current priority level = 0)
  63359. */
  63360. reset(): void;
  63361. /**
  63362. * Start the optimizer. By default it will try to reach a specific framerate
  63363. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63364. */
  63365. start(): void;
  63366. private _checkCurrentState;
  63367. /**
  63368. * Release all resources
  63369. */
  63370. dispose(): void;
  63371. /**
  63372. * Helper function to create a SceneOptimizer with one single line of code
  63373. * @param scene defines the scene to work on
  63374. * @param options defines the options to use with the SceneOptimizer
  63375. * @param onSuccess defines a callback to call on success
  63376. * @param onFailure defines a callback to call on failure
  63377. * @returns the new SceneOptimizer object
  63378. */
  63379. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63380. }
  63381. }
  63382. declare module "babylonjs/Misc/sceneSerializer" {
  63383. import { Scene } from "babylonjs/scene";
  63384. /**
  63385. * Class used to serialize a scene into a string
  63386. */
  63387. export class SceneSerializer {
  63388. /**
  63389. * Clear cache used by a previous serialization
  63390. */
  63391. static ClearCache(): void;
  63392. /**
  63393. * Serialize a scene into a JSON compatible object
  63394. * @param scene defines the scene to serialize
  63395. * @returns a JSON compatible object
  63396. */
  63397. static Serialize(scene: Scene): any;
  63398. /**
  63399. * Serialize a mesh into a JSON compatible object
  63400. * @param toSerialize defines the mesh to serialize
  63401. * @param withParents defines if parents must be serialized as well
  63402. * @param withChildren defines if children must be serialized as well
  63403. * @returns a JSON compatible object
  63404. */
  63405. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63406. }
  63407. }
  63408. declare module "babylonjs/Misc/textureTools" {
  63409. import { Texture } from "babylonjs/Materials/Textures/texture";
  63410. /**
  63411. * Class used to host texture specific utilities
  63412. */
  63413. export class TextureTools {
  63414. /**
  63415. * Uses the GPU to create a copy texture rescaled at a given size
  63416. * @param texture Texture to copy from
  63417. * @param width defines the desired width
  63418. * @param height defines the desired height
  63419. * @param useBilinearMode defines if bilinear mode has to be used
  63420. * @return the generated texture
  63421. */
  63422. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63423. }
  63424. }
  63425. declare module "babylonjs/Misc/videoRecorder" {
  63426. import { Nullable } from "babylonjs/types";
  63427. import { Engine } from "babylonjs/Engines/engine";
  63428. /**
  63429. * This represents the different options available for the video capture.
  63430. */
  63431. export interface VideoRecorderOptions {
  63432. /** Defines the mime type of the video. */
  63433. mimeType: string;
  63434. /** Defines the FPS the video should be recorded at. */
  63435. fps: number;
  63436. /** Defines the chunk size for the recording data. */
  63437. recordChunckSize: number;
  63438. /** The audio tracks to attach to the recording. */
  63439. audioTracks?: MediaStreamTrack[];
  63440. }
  63441. /**
  63442. * This can help with recording videos from BabylonJS.
  63443. * This is based on the available WebRTC functionalities of the browser.
  63444. *
  63445. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63446. */
  63447. export class VideoRecorder {
  63448. private static readonly _defaultOptions;
  63449. /**
  63450. * Returns whether or not the VideoRecorder is available in your browser.
  63451. * @param engine Defines the Babylon Engine.
  63452. * @returns true if supported otherwise false.
  63453. */
  63454. static IsSupported(engine: Engine): boolean;
  63455. private readonly _options;
  63456. private _canvas;
  63457. private _mediaRecorder;
  63458. private _recordedChunks;
  63459. private _fileName;
  63460. private _resolve;
  63461. private _reject;
  63462. /**
  63463. * True when a recording is already in progress.
  63464. */
  63465. readonly isRecording: boolean;
  63466. /**
  63467. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63468. * @param engine Defines the BabylonJS Engine you wish to record.
  63469. * @param options Defines options that can be used to customize the capture.
  63470. */
  63471. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63472. /**
  63473. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63474. */
  63475. stopRecording(): void;
  63476. /**
  63477. * Starts recording the canvas for a max duration specified in parameters.
  63478. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63479. * If null no automatic download will start and you can rely on the promise to get the data back.
  63480. * @param maxDuration Defines the maximum recording time in seconds.
  63481. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63482. * @return A promise callback at the end of the recording with the video data in Blob.
  63483. */
  63484. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63485. /**
  63486. * Releases internal resources used during the recording.
  63487. */
  63488. dispose(): void;
  63489. private _handleDataAvailable;
  63490. private _handleError;
  63491. private _handleStop;
  63492. }
  63493. }
  63494. declare module "babylonjs/Misc/screenshotTools" {
  63495. import { Camera } from "babylonjs/Cameras/camera";
  63496. import { Engine } from "babylonjs/Engines/engine";
  63497. /**
  63498. * Class containing a set of static utilities functions for screenshots
  63499. */
  63500. export class ScreenshotTools {
  63501. /**
  63502. * Captures a screenshot of the current rendering
  63503. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63504. * @param engine defines the rendering engine
  63505. * @param camera defines the source camera
  63506. * @param size This parameter can be set to a single number or to an object with the
  63507. * following (optional) properties: precision, width, height. If a single number is passed,
  63508. * it will be used for both width and height. If an object is passed, the screenshot size
  63509. * will be derived from the parameters. The precision property is a multiplier allowing
  63510. * rendering at a higher or lower resolution
  63511. * @param successCallback defines the callback receives a single parameter which contains the
  63512. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63513. * src parameter of an <img> to display it
  63514. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63515. * Check your browser for supported MIME types
  63516. */
  63517. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63518. /**
  63519. * Captures a screenshot of the current rendering
  63520. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63521. * @param engine defines the rendering engine
  63522. * @param camera defines the source camera
  63523. * @param size This parameter can be set to a single number or to an object with the
  63524. * following (optional) properties: precision, width, height. If a single number is passed,
  63525. * it will be used for both width and height. If an object is passed, the screenshot size
  63526. * will be derived from the parameters. The precision property is a multiplier allowing
  63527. * rendering at a higher or lower resolution
  63528. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63529. * Check your browser for supported MIME types
  63530. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63531. * to the src parameter of an <img> to display it
  63532. */
  63533. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  63534. /**
  63535. * Generates an image screenshot from the specified camera.
  63536. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63537. * @param engine The engine to use for rendering
  63538. * @param camera The camera to use for rendering
  63539. * @param size This parameter can be set to a single number or to an object with the
  63540. * following (optional) properties: precision, width, height. If a single number is passed,
  63541. * it will be used for both width and height. If an object is passed, the screenshot size
  63542. * will be derived from the parameters. The precision property is a multiplier allowing
  63543. * rendering at a higher or lower resolution
  63544. * @param successCallback The callback receives a single parameter which contains the
  63545. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63546. * src parameter of an <img> to display it
  63547. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63548. * Check your browser for supported MIME types
  63549. * @param samples Texture samples (default: 1)
  63550. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63551. * @param fileName A name for for the downloaded file.
  63552. */
  63553. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63554. /**
  63555. * Generates an image screenshot from the specified camera.
  63556. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63557. * @param engine The engine to use for rendering
  63558. * @param camera The camera to use for rendering
  63559. * @param size This parameter can be set to a single number or to an object with the
  63560. * following (optional) properties: precision, width, height. If a single number is passed,
  63561. * it will be used for both width and height. If an object is passed, the screenshot size
  63562. * will be derived from the parameters. The precision property is a multiplier allowing
  63563. * rendering at a higher or lower resolution
  63564. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63565. * Check your browser for supported MIME types
  63566. * @param samples Texture samples (default: 1)
  63567. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63568. * @param fileName A name for for the downloaded file.
  63569. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63570. * to the src parameter of an <img> to display it
  63571. */
  63572. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  63573. }
  63574. }
  63575. declare module "babylonjs/Misc/index" {
  63576. export * from "babylonjs/Misc/andOrNotEvaluator";
  63577. export * from "babylonjs/Misc/assetsManager";
  63578. export * from "babylonjs/Misc/dds";
  63579. export * from "babylonjs/Misc/decorators";
  63580. export * from "babylonjs/Misc/deferred";
  63581. export * from "babylonjs/Misc/environmentTextureTools";
  63582. export * from "babylonjs/Misc/meshExploder";
  63583. export * from "babylonjs/Misc/filesInput";
  63584. export * from "babylonjs/Misc/HighDynamicRange/index";
  63585. export * from "babylonjs/Misc/khronosTextureContainer";
  63586. export * from "babylonjs/Misc/observable";
  63587. export * from "babylonjs/Misc/performanceMonitor";
  63588. export * from "babylonjs/Misc/promise";
  63589. export * from "babylonjs/Misc/sceneOptimizer";
  63590. export * from "babylonjs/Misc/sceneSerializer";
  63591. export * from "babylonjs/Misc/smartArray";
  63592. export * from "babylonjs/Misc/stringDictionary";
  63593. export * from "babylonjs/Misc/tags";
  63594. export * from "babylonjs/Misc/textureTools";
  63595. export * from "babylonjs/Misc/tga";
  63596. export * from "babylonjs/Misc/tools";
  63597. export * from "babylonjs/Misc/videoRecorder";
  63598. export * from "babylonjs/Misc/virtualJoystick";
  63599. export * from "babylonjs/Misc/workerPool";
  63600. export * from "babylonjs/Misc/logger";
  63601. export * from "babylonjs/Misc/typeStore";
  63602. export * from "babylonjs/Misc/filesInputStore";
  63603. export * from "babylonjs/Misc/deepCopier";
  63604. export * from "babylonjs/Misc/pivotTools";
  63605. export * from "babylonjs/Misc/precisionDate";
  63606. export * from "babylonjs/Misc/screenshotTools";
  63607. export * from "babylonjs/Misc/typeStore";
  63608. export * from "babylonjs/Misc/webRequest";
  63609. export * from "babylonjs/Misc/iInspectable";
  63610. export * from "babylonjs/Misc/brdfTextureTools";
  63611. export * from "babylonjs/Misc/gradients";
  63612. export * from "babylonjs/Misc/perfCounter";
  63613. export * from "babylonjs/Misc/fileRequest";
  63614. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63615. export * from "babylonjs/Misc/retryStrategy";
  63616. export * from "babylonjs/Misc/loadFileError";
  63617. }
  63618. declare module "babylonjs/index" {
  63619. export * from "babylonjs/abstractScene";
  63620. export * from "babylonjs/Actions/index";
  63621. export * from "babylonjs/Animations/index";
  63622. export * from "babylonjs/assetContainer";
  63623. export * from "babylonjs/Audio/index";
  63624. export * from "babylonjs/Behaviors/index";
  63625. export * from "babylonjs/Bones/index";
  63626. export * from "babylonjs/Cameras/index";
  63627. export * from "babylonjs/Collisions/index";
  63628. export * from "babylonjs/Culling/index";
  63629. export * from "babylonjs/Debug/index";
  63630. export * from "babylonjs/Engines/index";
  63631. export * from "babylonjs/Events/index";
  63632. export * from "babylonjs/Gamepads/index";
  63633. export * from "babylonjs/Gizmos/index";
  63634. export * from "babylonjs/Helpers/index";
  63635. export * from "babylonjs/Instrumentation/index";
  63636. export * from "babylonjs/Layers/index";
  63637. export * from "babylonjs/LensFlares/index";
  63638. export * from "babylonjs/Lights/index";
  63639. export * from "babylonjs/Loading/index";
  63640. export * from "babylonjs/Materials/index";
  63641. export * from "babylonjs/Maths/index";
  63642. export * from "babylonjs/Meshes/index";
  63643. export * from "babylonjs/Morph/index";
  63644. export * from "babylonjs/Navigation/index";
  63645. export * from "babylonjs/node";
  63646. export * from "babylonjs/Offline/index";
  63647. export * from "babylonjs/Particles/index";
  63648. export * from "babylonjs/Physics/index";
  63649. export * from "babylonjs/PostProcesses/index";
  63650. export * from "babylonjs/Probes/index";
  63651. export * from "babylonjs/Rendering/index";
  63652. export * from "babylonjs/scene";
  63653. export * from "babylonjs/sceneComponent";
  63654. export * from "babylonjs/Sprites/index";
  63655. export * from "babylonjs/States/index";
  63656. export * from "babylonjs/Misc/index";
  63657. export * from "babylonjs/types";
  63658. }
  63659. declare module "babylonjs/Animations/pathCursor" {
  63660. import { Vector3 } from "babylonjs/Maths/math.vector";
  63661. import { Path2 } from "babylonjs/Maths/math.path";
  63662. /**
  63663. * A cursor which tracks a point on a path
  63664. */
  63665. export class PathCursor {
  63666. private path;
  63667. /**
  63668. * Stores path cursor callbacks for when an onchange event is triggered
  63669. */
  63670. private _onchange;
  63671. /**
  63672. * The value of the path cursor
  63673. */
  63674. value: number;
  63675. /**
  63676. * The animation array of the path cursor
  63677. */
  63678. animations: Animation[];
  63679. /**
  63680. * Initializes the path cursor
  63681. * @param path The path to track
  63682. */
  63683. constructor(path: Path2);
  63684. /**
  63685. * Gets the cursor point on the path
  63686. * @returns A point on the path cursor at the cursor location
  63687. */
  63688. getPoint(): Vector3;
  63689. /**
  63690. * Moves the cursor ahead by the step amount
  63691. * @param step The amount to move the cursor forward
  63692. * @returns This path cursor
  63693. */
  63694. moveAhead(step?: number): PathCursor;
  63695. /**
  63696. * Moves the cursor behind by the step amount
  63697. * @param step The amount to move the cursor back
  63698. * @returns This path cursor
  63699. */
  63700. moveBack(step?: number): PathCursor;
  63701. /**
  63702. * Moves the cursor by the step amount
  63703. * If the step amount is greater than one, an exception is thrown
  63704. * @param step The amount to move the cursor
  63705. * @returns This path cursor
  63706. */
  63707. move(step: number): PathCursor;
  63708. /**
  63709. * Ensures that the value is limited between zero and one
  63710. * @returns This path cursor
  63711. */
  63712. private ensureLimits;
  63713. /**
  63714. * Runs onchange callbacks on change (used by the animation engine)
  63715. * @returns This path cursor
  63716. */
  63717. private raiseOnChange;
  63718. /**
  63719. * Executes a function on change
  63720. * @param f A path cursor onchange callback
  63721. * @returns This path cursor
  63722. */
  63723. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63724. }
  63725. }
  63726. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63727. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63728. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63729. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63730. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63731. }
  63732. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63733. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63734. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63735. }
  63736. declare module "babylonjs/Engines/Processors/index" {
  63737. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63738. export * from "babylonjs/Engines/Processors/Expressions/index";
  63739. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63740. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63741. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63742. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63743. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63744. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63745. }
  63746. declare module "babylonjs/Legacy/legacy" {
  63747. import * as Babylon from "babylonjs/index";
  63748. export * from "babylonjs/index";
  63749. }
  63750. declare module "babylonjs/Shaders/blur.fragment" {
  63751. /** @hidden */
  63752. export var blurPixelShader: {
  63753. name: string;
  63754. shader: string;
  63755. };
  63756. }
  63757. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63758. /** @hidden */
  63759. export var pointCloudVertexDeclaration: {
  63760. name: string;
  63761. shader: string;
  63762. };
  63763. }
  63764. declare module "babylonjs" {
  63765. export * from "babylonjs/Legacy/legacy";
  63766. }
  63767. declare module BABYLON {
  63768. /** Alias type for value that can be null */
  63769. export type Nullable<T> = T | null;
  63770. /**
  63771. * Alias type for number that are floats
  63772. * @ignorenaming
  63773. */
  63774. export type float = number;
  63775. /**
  63776. * Alias type for number that are doubles.
  63777. * @ignorenaming
  63778. */
  63779. export type double = number;
  63780. /**
  63781. * Alias type for number that are integer
  63782. * @ignorenaming
  63783. */
  63784. export type int = number;
  63785. /** Alias type for number array or Float32Array */
  63786. export type FloatArray = number[] | Float32Array;
  63787. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63788. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63789. /**
  63790. * Alias for types that can be used by a Buffer or VertexBuffer.
  63791. */
  63792. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63793. /**
  63794. * Alias type for primitive types
  63795. * @ignorenaming
  63796. */
  63797. type Primitive = undefined | null | boolean | string | number | Function;
  63798. /**
  63799. * Type modifier to make all the properties of an object Readonly
  63800. */
  63801. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63802. /**
  63803. * Type modifier to make all the properties of an object Readonly recursively
  63804. */
  63805. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63806. /** @hidden */
  63807. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63808. }
  63809. /** @hidden */
  63810. /** @hidden */
  63811. type DeepImmutableObject<T> = {
  63812. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63813. };
  63814. }
  63815. declare module BABYLON {
  63816. /**
  63817. * A class serves as a medium between the observable and its observers
  63818. */
  63819. export class EventState {
  63820. /**
  63821. * Create a new EventState
  63822. * @param mask defines the mask associated with this state
  63823. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63824. * @param target defines the original target of the state
  63825. * @param currentTarget defines the current target of the state
  63826. */
  63827. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63828. /**
  63829. * Initialize the current event state
  63830. * @param mask defines the mask associated with this state
  63831. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63832. * @param target defines the original target of the state
  63833. * @param currentTarget defines the current target of the state
  63834. * @returns the current event state
  63835. */
  63836. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63837. /**
  63838. * An Observer can set this property to true to prevent subsequent observers of being notified
  63839. */
  63840. skipNextObservers: boolean;
  63841. /**
  63842. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63843. */
  63844. mask: number;
  63845. /**
  63846. * The object that originally notified the event
  63847. */
  63848. target?: any;
  63849. /**
  63850. * The current object in the bubbling phase
  63851. */
  63852. currentTarget?: any;
  63853. /**
  63854. * This will be populated with the return value of the last function that was executed.
  63855. * If it is the first function in the callback chain it will be the event data.
  63856. */
  63857. lastReturnValue?: any;
  63858. }
  63859. /**
  63860. * Represent an Observer registered to a given Observable object.
  63861. */
  63862. export class Observer<T> {
  63863. /**
  63864. * Defines the callback to call when the observer is notified
  63865. */
  63866. callback: (eventData: T, eventState: EventState) => void;
  63867. /**
  63868. * Defines the mask of the observer (used to filter notifications)
  63869. */
  63870. mask: number;
  63871. /**
  63872. * Defines the current scope used to restore the JS context
  63873. */
  63874. scope: any;
  63875. /** @hidden */
  63876. _willBeUnregistered: boolean;
  63877. /**
  63878. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  63879. */
  63880. unregisterOnNextCall: boolean;
  63881. /**
  63882. * Creates a new observer
  63883. * @param callback defines the callback to call when the observer is notified
  63884. * @param mask defines the mask of the observer (used to filter notifications)
  63885. * @param scope defines the current scope used to restore the JS context
  63886. */
  63887. constructor(
  63888. /**
  63889. * Defines the callback to call when the observer is notified
  63890. */
  63891. callback: (eventData: T, eventState: EventState) => void,
  63892. /**
  63893. * Defines the mask of the observer (used to filter notifications)
  63894. */
  63895. mask: number,
  63896. /**
  63897. * Defines the current scope used to restore the JS context
  63898. */
  63899. scope?: any);
  63900. }
  63901. /**
  63902. * Represent a list of observers registered to multiple Observables object.
  63903. */
  63904. export class MultiObserver<T> {
  63905. private _observers;
  63906. private _observables;
  63907. /**
  63908. * Release associated resources
  63909. */
  63910. dispose(): void;
  63911. /**
  63912. * Raise a callback when one of the observable will notify
  63913. * @param observables defines a list of observables to watch
  63914. * @param callback defines the callback to call on notification
  63915. * @param mask defines the mask used to filter notifications
  63916. * @param scope defines the current scope used to restore the JS context
  63917. * @returns the new MultiObserver
  63918. */
  63919. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  63920. }
  63921. /**
  63922. * The Observable class is a simple implementation of the Observable pattern.
  63923. *
  63924. * 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.
  63925. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  63926. * 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).
  63927. * 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.
  63928. */
  63929. export class Observable<T> {
  63930. private _observers;
  63931. private _eventState;
  63932. private _onObserverAdded;
  63933. /**
  63934. * Gets the list of observers
  63935. */
  63936. readonly observers: Array<Observer<T>>;
  63937. /**
  63938. * Creates a new observable
  63939. * @param onObserverAdded defines a callback to call when a new observer is added
  63940. */
  63941. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  63942. /**
  63943. * Create a new Observer with the specified callback
  63944. * @param callback the callback that will be executed for that Observer
  63945. * @param mask the mask used to filter observers
  63946. * @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.
  63947. * @param scope optional scope for the callback to be called from
  63948. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  63949. * @returns the new observer created for the callback
  63950. */
  63951. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  63952. /**
  63953. * Create a new Observer with the specified callback and unregisters after the next notification
  63954. * @param callback the callback that will be executed for that Observer
  63955. * @returns the new observer created for the callback
  63956. */
  63957. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  63958. /**
  63959. * Remove an Observer from the Observable object
  63960. * @param observer the instance of the Observer to remove
  63961. * @returns false if it doesn't belong to this Observable
  63962. */
  63963. remove(observer: Nullable<Observer<T>>): boolean;
  63964. /**
  63965. * Remove a callback from the Observable object
  63966. * @param callback the callback to remove
  63967. * @param scope optional scope. If used only the callbacks with this scope will be removed
  63968. * @returns false if it doesn't belong to this Observable
  63969. */
  63970. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  63971. private _deferUnregister;
  63972. private _remove;
  63973. /**
  63974. * Moves the observable to the top of the observer list making it get called first when notified
  63975. * @param observer the observer to move
  63976. */
  63977. makeObserverTopPriority(observer: Observer<T>): void;
  63978. /**
  63979. * Moves the observable to the bottom of the observer list making it get called last when notified
  63980. * @param observer the observer to move
  63981. */
  63982. makeObserverBottomPriority(observer: Observer<T>): void;
  63983. /**
  63984. * Notify all Observers by calling their respective callback with the given data
  63985. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  63986. * @param eventData defines the data to send to all observers
  63987. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  63988. * @param target defines the original target of the state
  63989. * @param currentTarget defines the current target of the state
  63990. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  63991. */
  63992. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  63993. /**
  63994. * Calling this will execute each callback, expecting it to be a promise or return a value.
  63995. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  63996. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  63997. * and it is crucial that all callbacks will be executed.
  63998. * The order of the callbacks is kept, callbacks are not executed parallel.
  63999. *
  64000. * @param eventData The data to be sent to each callback
  64001. * @param mask is used to filter observers defaults to -1
  64002. * @param target defines the callback target (see EventState)
  64003. * @param currentTarget defines he current object in the bubbling phase
  64004. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64005. */
  64006. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64007. /**
  64008. * Notify a specific observer
  64009. * @param observer defines the observer to notify
  64010. * @param eventData defines the data to be sent to each callback
  64011. * @param mask is used to filter observers defaults to -1
  64012. */
  64013. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64014. /**
  64015. * Gets a boolean indicating if the observable has at least one observer
  64016. * @returns true is the Observable has at least one Observer registered
  64017. */
  64018. hasObservers(): boolean;
  64019. /**
  64020. * Clear the list of observers
  64021. */
  64022. clear(): void;
  64023. /**
  64024. * Clone the current observable
  64025. * @returns a new observable
  64026. */
  64027. clone(): Observable<T>;
  64028. /**
  64029. * Does this observable handles observer registered with a given mask
  64030. * @param mask defines the mask to be tested
  64031. * @return whether or not one observer registered with the given mask is handeled
  64032. **/
  64033. hasSpecificMask(mask?: number): boolean;
  64034. }
  64035. }
  64036. declare module BABYLON {
  64037. /**
  64038. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64039. * Babylon.js
  64040. */
  64041. export class DomManagement {
  64042. /**
  64043. * Checks if the window object exists
  64044. * @returns true if the window object exists
  64045. */
  64046. static IsWindowObjectExist(): boolean;
  64047. /**
  64048. * Extracts text content from a DOM element hierarchy
  64049. * @param element defines the root element
  64050. * @returns a string
  64051. */
  64052. static GetDOMTextContent(element: HTMLElement): string;
  64053. }
  64054. }
  64055. declare module BABYLON {
  64056. /**
  64057. * Logger used througouht the application to allow configuration of
  64058. * the log level required for the messages.
  64059. */
  64060. export class Logger {
  64061. /**
  64062. * No log
  64063. */
  64064. static readonly NoneLogLevel: number;
  64065. /**
  64066. * Only message logs
  64067. */
  64068. static readonly MessageLogLevel: number;
  64069. /**
  64070. * Only warning logs
  64071. */
  64072. static readonly WarningLogLevel: number;
  64073. /**
  64074. * Only error logs
  64075. */
  64076. static readonly ErrorLogLevel: number;
  64077. /**
  64078. * All logs
  64079. */
  64080. static readonly AllLogLevel: number;
  64081. private static _LogCache;
  64082. /**
  64083. * Gets a value indicating the number of loading errors
  64084. * @ignorenaming
  64085. */
  64086. static errorsCount: number;
  64087. /**
  64088. * Callback called when a new log is added
  64089. */
  64090. static OnNewCacheEntry: (entry: string) => void;
  64091. private static _AddLogEntry;
  64092. private static _FormatMessage;
  64093. private static _LogDisabled;
  64094. private static _LogEnabled;
  64095. private static _WarnDisabled;
  64096. private static _WarnEnabled;
  64097. private static _ErrorDisabled;
  64098. private static _ErrorEnabled;
  64099. /**
  64100. * Log a message to the console
  64101. */
  64102. static Log: (message: string) => void;
  64103. /**
  64104. * Write a warning message to the console
  64105. */
  64106. static Warn: (message: string) => void;
  64107. /**
  64108. * Write an error message to the console
  64109. */
  64110. static Error: (message: string) => void;
  64111. /**
  64112. * Gets current log cache (list of logs)
  64113. */
  64114. static readonly LogCache: string;
  64115. /**
  64116. * Clears the log cache
  64117. */
  64118. static ClearLogCache(): void;
  64119. /**
  64120. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64121. */
  64122. static LogLevels: number;
  64123. }
  64124. }
  64125. declare module BABYLON {
  64126. /** @hidden */
  64127. export class _TypeStore {
  64128. /** @hidden */
  64129. static RegisteredTypes: {
  64130. [key: string]: Object;
  64131. };
  64132. /** @hidden */
  64133. static GetClass(fqdn: string): any;
  64134. }
  64135. }
  64136. declare module BABYLON {
  64137. /**
  64138. * Class containing a set of static utilities functions for deep copy.
  64139. */
  64140. export class DeepCopier {
  64141. /**
  64142. * Tries to copy an object by duplicating every property
  64143. * @param source defines the source object
  64144. * @param destination defines the target object
  64145. * @param doNotCopyList defines a list of properties to avoid
  64146. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64147. */
  64148. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64149. }
  64150. }
  64151. declare module BABYLON {
  64152. /**
  64153. * Class containing a set of static utilities functions for precision date
  64154. */
  64155. export class PrecisionDate {
  64156. /**
  64157. * Gets either window.performance.now() if supported or Date.now() else
  64158. */
  64159. static readonly Now: number;
  64160. }
  64161. }
  64162. declare module BABYLON {
  64163. /** @hidden */
  64164. export class _DevTools {
  64165. static WarnImport(name: string): string;
  64166. }
  64167. }
  64168. declare module BABYLON {
  64169. /**
  64170. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64171. */
  64172. export class WebRequest {
  64173. private _xhr;
  64174. /**
  64175. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64176. * i.e. when loading files, where the server/service expects an Authorization header
  64177. */
  64178. static CustomRequestHeaders: {
  64179. [key: string]: string;
  64180. };
  64181. /**
  64182. * Add callback functions in this array to update all the requests before they get sent to the network
  64183. */
  64184. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64185. private _injectCustomRequestHeaders;
  64186. /**
  64187. * Gets or sets a function to be called when loading progress changes
  64188. */
  64189. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64190. /**
  64191. * Returns client's state
  64192. */
  64193. readonly readyState: number;
  64194. /**
  64195. * Returns client's status
  64196. */
  64197. readonly status: number;
  64198. /**
  64199. * Returns client's status as a text
  64200. */
  64201. readonly statusText: string;
  64202. /**
  64203. * Returns client's response
  64204. */
  64205. readonly response: any;
  64206. /**
  64207. * Returns client's response url
  64208. */
  64209. readonly responseURL: string;
  64210. /**
  64211. * Returns client's response as text
  64212. */
  64213. readonly responseText: string;
  64214. /**
  64215. * Gets or sets the expected response type
  64216. */
  64217. responseType: XMLHttpRequestResponseType;
  64218. /** @hidden */
  64219. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64220. /** @hidden */
  64221. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64222. /**
  64223. * Cancels any network activity
  64224. */
  64225. abort(): void;
  64226. /**
  64227. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64228. * @param body defines an optional request body
  64229. */
  64230. send(body?: Document | BodyInit | null): void;
  64231. /**
  64232. * Sets the request method, request URL
  64233. * @param method defines the method to use (GET, POST, etc..)
  64234. * @param url defines the url to connect with
  64235. */
  64236. open(method: string, url: string): void;
  64237. }
  64238. }
  64239. declare module BABYLON {
  64240. /**
  64241. * File request interface
  64242. */
  64243. export interface IFileRequest {
  64244. /**
  64245. * Raised when the request is complete (success or error).
  64246. */
  64247. onCompleteObservable: Observable<IFileRequest>;
  64248. /**
  64249. * Aborts the request for a file.
  64250. */
  64251. abort: () => void;
  64252. }
  64253. }
  64254. declare module BABYLON {
  64255. /**
  64256. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64257. */
  64258. export class PerformanceMonitor {
  64259. private _enabled;
  64260. private _rollingFrameTime;
  64261. private _lastFrameTimeMs;
  64262. /**
  64263. * constructor
  64264. * @param frameSampleSize The number of samples required to saturate the sliding window
  64265. */
  64266. constructor(frameSampleSize?: number);
  64267. /**
  64268. * Samples current frame
  64269. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64270. */
  64271. sampleFrame(timeMs?: number): void;
  64272. /**
  64273. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64274. */
  64275. readonly averageFrameTime: number;
  64276. /**
  64277. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64278. */
  64279. readonly averageFrameTimeVariance: number;
  64280. /**
  64281. * Returns the frame time of the most recent frame
  64282. */
  64283. readonly instantaneousFrameTime: number;
  64284. /**
  64285. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64286. */
  64287. readonly averageFPS: number;
  64288. /**
  64289. * Returns the average framerate in frames per second using the most recent frame time
  64290. */
  64291. readonly instantaneousFPS: number;
  64292. /**
  64293. * Returns true if enough samples have been taken to completely fill the sliding window
  64294. */
  64295. readonly isSaturated: boolean;
  64296. /**
  64297. * Enables contributions to the sliding window sample set
  64298. */
  64299. enable(): void;
  64300. /**
  64301. * Disables contributions to the sliding window sample set
  64302. * Samples will not be interpolated over the disabled period
  64303. */
  64304. disable(): void;
  64305. /**
  64306. * Returns true if sampling is enabled
  64307. */
  64308. readonly isEnabled: boolean;
  64309. /**
  64310. * Resets performance monitor
  64311. */
  64312. reset(): void;
  64313. }
  64314. /**
  64315. * RollingAverage
  64316. *
  64317. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64318. */
  64319. export class RollingAverage {
  64320. /**
  64321. * Current average
  64322. */
  64323. average: number;
  64324. /**
  64325. * Current variance
  64326. */
  64327. variance: number;
  64328. protected _samples: Array<number>;
  64329. protected _sampleCount: number;
  64330. protected _pos: number;
  64331. protected _m2: number;
  64332. /**
  64333. * constructor
  64334. * @param length The number of samples required to saturate the sliding window
  64335. */
  64336. constructor(length: number);
  64337. /**
  64338. * Adds a sample to the sample set
  64339. * @param v The sample value
  64340. */
  64341. add(v: number): void;
  64342. /**
  64343. * Returns previously added values or null if outside of history or outside the sliding window domain
  64344. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64345. * @return Value previously recorded with add() or null if outside of range
  64346. */
  64347. history(i: number): number;
  64348. /**
  64349. * Returns true if enough samples have been taken to completely fill the sliding window
  64350. * @return true if sample-set saturated
  64351. */
  64352. isSaturated(): boolean;
  64353. /**
  64354. * Resets the rolling average (equivalent to 0 samples taken so far)
  64355. */
  64356. reset(): void;
  64357. /**
  64358. * Wraps a value around the sample range boundaries
  64359. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64360. * @return Wrapped position in sample range
  64361. */
  64362. protected _wrapPosition(i: number): number;
  64363. }
  64364. }
  64365. declare module BABYLON {
  64366. /**
  64367. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64368. * The underlying implementation relies on an associative array to ensure the best performances.
  64369. * The value can be anything including 'null' but except 'undefined'
  64370. */
  64371. export class StringDictionary<T> {
  64372. /**
  64373. * This will clear this dictionary and copy the content from the 'source' one.
  64374. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64375. * @param source the dictionary to take the content from and copy to this dictionary
  64376. */
  64377. copyFrom(source: StringDictionary<T>): void;
  64378. /**
  64379. * Get a value based from its key
  64380. * @param key the given key to get the matching value from
  64381. * @return the value if found, otherwise undefined is returned
  64382. */
  64383. get(key: string): T | undefined;
  64384. /**
  64385. * Get a value from its key or add it if it doesn't exist.
  64386. * This method will ensure you that a given key/data will be present in the dictionary.
  64387. * @param key the given key to get the matching value from
  64388. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64389. * The factory will only be invoked if there's no data for the given key.
  64390. * @return the value corresponding to the key.
  64391. */
  64392. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64393. /**
  64394. * Get a value from its key if present in the dictionary otherwise add it
  64395. * @param key the key to get the value from
  64396. * @param val if there's no such key/value pair in the dictionary add it with this value
  64397. * @return the value corresponding to the key
  64398. */
  64399. getOrAdd(key: string, val: T): T;
  64400. /**
  64401. * Check if there's a given key in the dictionary
  64402. * @param key the key to check for
  64403. * @return true if the key is present, false otherwise
  64404. */
  64405. contains(key: string): boolean;
  64406. /**
  64407. * Add a new key and its corresponding value
  64408. * @param key the key to add
  64409. * @param value the value corresponding to the key
  64410. * @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
  64411. */
  64412. add(key: string, value: T): boolean;
  64413. /**
  64414. * Update a specific value associated to a key
  64415. * @param key defines the key to use
  64416. * @param value defines the value to store
  64417. * @returns true if the value was updated (or false if the key was not found)
  64418. */
  64419. set(key: string, value: T): boolean;
  64420. /**
  64421. * Get the element of the given key and remove it from the dictionary
  64422. * @param key defines the key to search
  64423. * @returns the value associated with the key or null if not found
  64424. */
  64425. getAndRemove(key: string): Nullable<T>;
  64426. /**
  64427. * Remove a key/value from the dictionary.
  64428. * @param key the key to remove
  64429. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64430. */
  64431. remove(key: string): boolean;
  64432. /**
  64433. * Clear the whole content of the dictionary
  64434. */
  64435. clear(): void;
  64436. /**
  64437. * Gets the current count
  64438. */
  64439. readonly count: number;
  64440. /**
  64441. * Execute a callback on each key/val of the dictionary.
  64442. * Note that you can remove any element in this dictionary in the callback implementation
  64443. * @param callback the callback to execute on a given key/value pair
  64444. */
  64445. forEach(callback: (key: string, val: T) => void): void;
  64446. /**
  64447. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64448. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64449. * Note that you can remove any element in this dictionary in the callback implementation
  64450. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64451. * @returns the first item
  64452. */
  64453. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64454. private _count;
  64455. private _data;
  64456. }
  64457. }
  64458. declare module BABYLON {
  64459. /**
  64460. * Class used to store gfx data (like WebGLBuffer)
  64461. */
  64462. export class DataBuffer {
  64463. /**
  64464. * Gets or sets the number of objects referencing this buffer
  64465. */
  64466. references: number;
  64467. /** Gets or sets the size of the underlying buffer */
  64468. capacity: number;
  64469. /**
  64470. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64471. */
  64472. is32Bits: boolean;
  64473. /**
  64474. * Gets the underlying buffer
  64475. */
  64476. readonly underlyingResource: any;
  64477. }
  64478. }
  64479. declare module BABYLON {
  64480. /**
  64481. * Class used to store data that will be store in GPU memory
  64482. */
  64483. export class Buffer {
  64484. private _engine;
  64485. private _buffer;
  64486. /** @hidden */
  64487. _data: Nullable<DataArray>;
  64488. private _updatable;
  64489. private _instanced;
  64490. /**
  64491. * Gets the byte stride.
  64492. */
  64493. readonly byteStride: number;
  64494. /**
  64495. * Constructor
  64496. * @param engine the engine
  64497. * @param data the data to use for this buffer
  64498. * @param updatable whether the data is updatable
  64499. * @param stride the stride (optional)
  64500. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64501. * @param instanced whether the buffer is instanced (optional)
  64502. * @param useBytes set to true if the stride in in bytes (optional)
  64503. */
  64504. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64505. /**
  64506. * Create a new VertexBuffer based on the current buffer
  64507. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64508. * @param offset defines offset in the buffer (0 by default)
  64509. * @param size defines the size in floats of attributes (position is 3 for instance)
  64510. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64511. * @param instanced defines if the vertex buffer contains indexed data
  64512. * @param useBytes defines if the offset and stride are in bytes
  64513. * @returns the new vertex buffer
  64514. */
  64515. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64516. /**
  64517. * Gets a boolean indicating if the Buffer is updatable?
  64518. * @returns true if the buffer is updatable
  64519. */
  64520. isUpdatable(): boolean;
  64521. /**
  64522. * Gets current buffer's data
  64523. * @returns a DataArray or null
  64524. */
  64525. getData(): Nullable<DataArray>;
  64526. /**
  64527. * Gets underlying native buffer
  64528. * @returns underlying native buffer
  64529. */
  64530. getBuffer(): Nullable<DataBuffer>;
  64531. /**
  64532. * Gets the stride in float32 units (i.e. byte stride / 4).
  64533. * May not be an integer if the byte stride is not divisible by 4.
  64534. * DEPRECATED. Use byteStride instead.
  64535. * @returns the stride in float32 units
  64536. */
  64537. getStrideSize(): number;
  64538. /**
  64539. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64540. * @param data defines the data to store
  64541. */
  64542. create(data?: Nullable<DataArray>): void;
  64543. /** @hidden */
  64544. _rebuild(): void;
  64545. /**
  64546. * Update current buffer data
  64547. * @param data defines the data to store
  64548. */
  64549. update(data: DataArray): void;
  64550. /**
  64551. * Updates the data directly.
  64552. * @param data the new data
  64553. * @param offset the new offset
  64554. * @param vertexCount the vertex count (optional)
  64555. * @param useBytes set to true if the offset is in bytes
  64556. */
  64557. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64558. /**
  64559. * Release all resources
  64560. */
  64561. dispose(): void;
  64562. }
  64563. /**
  64564. * Specialized buffer used to store vertex data
  64565. */
  64566. export class VertexBuffer {
  64567. /** @hidden */
  64568. _buffer: Buffer;
  64569. private _kind;
  64570. private _size;
  64571. private _ownsBuffer;
  64572. private _instanced;
  64573. private _instanceDivisor;
  64574. /**
  64575. * The byte type.
  64576. */
  64577. static readonly BYTE: number;
  64578. /**
  64579. * The unsigned byte type.
  64580. */
  64581. static readonly UNSIGNED_BYTE: number;
  64582. /**
  64583. * The short type.
  64584. */
  64585. static readonly SHORT: number;
  64586. /**
  64587. * The unsigned short type.
  64588. */
  64589. static readonly UNSIGNED_SHORT: number;
  64590. /**
  64591. * The integer type.
  64592. */
  64593. static readonly INT: number;
  64594. /**
  64595. * The unsigned integer type.
  64596. */
  64597. static readonly UNSIGNED_INT: number;
  64598. /**
  64599. * The float type.
  64600. */
  64601. static readonly FLOAT: number;
  64602. /**
  64603. * Gets or sets the instance divisor when in instanced mode
  64604. */
  64605. instanceDivisor: number;
  64606. /**
  64607. * Gets the byte stride.
  64608. */
  64609. readonly byteStride: number;
  64610. /**
  64611. * Gets the byte offset.
  64612. */
  64613. readonly byteOffset: number;
  64614. /**
  64615. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64616. */
  64617. readonly normalized: boolean;
  64618. /**
  64619. * Gets the data type of each component in the array.
  64620. */
  64621. readonly type: number;
  64622. /**
  64623. * Constructor
  64624. * @param engine the engine
  64625. * @param data the data to use for this vertex buffer
  64626. * @param kind the vertex buffer kind
  64627. * @param updatable whether the data is updatable
  64628. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64629. * @param stride the stride (optional)
  64630. * @param instanced whether the buffer is instanced (optional)
  64631. * @param offset the offset of the data (optional)
  64632. * @param size the number of components (optional)
  64633. * @param type the type of the component (optional)
  64634. * @param normalized whether the data contains normalized data (optional)
  64635. * @param useBytes set to true if stride and offset are in bytes (optional)
  64636. */
  64637. 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);
  64638. /** @hidden */
  64639. _rebuild(): void;
  64640. /**
  64641. * Returns the kind of the VertexBuffer (string)
  64642. * @returns a string
  64643. */
  64644. getKind(): string;
  64645. /**
  64646. * Gets a boolean indicating if the VertexBuffer is updatable?
  64647. * @returns true if the buffer is updatable
  64648. */
  64649. isUpdatable(): boolean;
  64650. /**
  64651. * Gets current buffer's data
  64652. * @returns a DataArray or null
  64653. */
  64654. getData(): Nullable<DataArray>;
  64655. /**
  64656. * Gets underlying native buffer
  64657. * @returns underlying native buffer
  64658. */
  64659. getBuffer(): Nullable<DataBuffer>;
  64660. /**
  64661. * Gets the stride in float32 units (i.e. byte stride / 4).
  64662. * May not be an integer if the byte stride is not divisible by 4.
  64663. * DEPRECATED. Use byteStride instead.
  64664. * @returns the stride in float32 units
  64665. */
  64666. getStrideSize(): number;
  64667. /**
  64668. * Returns the offset as a multiple of the type byte length.
  64669. * DEPRECATED. Use byteOffset instead.
  64670. * @returns the offset in bytes
  64671. */
  64672. getOffset(): number;
  64673. /**
  64674. * Returns the number of components per vertex attribute (integer)
  64675. * @returns the size in float
  64676. */
  64677. getSize(): number;
  64678. /**
  64679. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64680. * @returns true if this buffer is instanced
  64681. */
  64682. getIsInstanced(): boolean;
  64683. /**
  64684. * Returns the instancing divisor, zero for non-instanced (integer).
  64685. * @returns a number
  64686. */
  64687. getInstanceDivisor(): number;
  64688. /**
  64689. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64690. * @param data defines the data to store
  64691. */
  64692. create(data?: DataArray): void;
  64693. /**
  64694. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64695. * This function will create a new buffer if the current one is not updatable
  64696. * @param data defines the data to store
  64697. */
  64698. update(data: DataArray): void;
  64699. /**
  64700. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64701. * Returns the directly updated WebGLBuffer.
  64702. * @param data the new data
  64703. * @param offset the new offset
  64704. * @param useBytes set to true if the offset is in bytes
  64705. */
  64706. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64707. /**
  64708. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64709. */
  64710. dispose(): void;
  64711. /**
  64712. * Enumerates each value of this vertex buffer as numbers.
  64713. * @param count the number of values to enumerate
  64714. * @param callback the callback function called for each value
  64715. */
  64716. forEach(count: number, callback: (value: number, index: number) => void): void;
  64717. /**
  64718. * Positions
  64719. */
  64720. static readonly PositionKind: string;
  64721. /**
  64722. * Normals
  64723. */
  64724. static readonly NormalKind: string;
  64725. /**
  64726. * Tangents
  64727. */
  64728. static readonly TangentKind: string;
  64729. /**
  64730. * Texture coordinates
  64731. */
  64732. static readonly UVKind: string;
  64733. /**
  64734. * Texture coordinates 2
  64735. */
  64736. static readonly UV2Kind: string;
  64737. /**
  64738. * Texture coordinates 3
  64739. */
  64740. static readonly UV3Kind: string;
  64741. /**
  64742. * Texture coordinates 4
  64743. */
  64744. static readonly UV4Kind: string;
  64745. /**
  64746. * Texture coordinates 5
  64747. */
  64748. static readonly UV5Kind: string;
  64749. /**
  64750. * Texture coordinates 6
  64751. */
  64752. static readonly UV6Kind: string;
  64753. /**
  64754. * Colors
  64755. */
  64756. static readonly ColorKind: string;
  64757. /**
  64758. * Matrix indices (for bones)
  64759. */
  64760. static readonly MatricesIndicesKind: string;
  64761. /**
  64762. * Matrix weights (for bones)
  64763. */
  64764. static readonly MatricesWeightsKind: string;
  64765. /**
  64766. * Additional matrix indices (for bones)
  64767. */
  64768. static readonly MatricesIndicesExtraKind: string;
  64769. /**
  64770. * Additional matrix weights (for bones)
  64771. */
  64772. static readonly MatricesWeightsExtraKind: string;
  64773. /**
  64774. * Deduces the stride given a kind.
  64775. * @param kind The kind string to deduce
  64776. * @returns The deduced stride
  64777. */
  64778. static DeduceStride(kind: string): number;
  64779. /**
  64780. * Gets the byte length of the given type.
  64781. * @param type the type
  64782. * @returns the number of bytes
  64783. */
  64784. static GetTypeByteLength(type: number): number;
  64785. /**
  64786. * Enumerates each value of the given parameters as numbers.
  64787. * @param data the data to enumerate
  64788. * @param byteOffset the byte offset of the data
  64789. * @param byteStride the byte stride of the data
  64790. * @param componentCount the number of components per element
  64791. * @param componentType the type of the component
  64792. * @param count the number of values to enumerate
  64793. * @param normalized whether the data is normalized
  64794. * @param callback the callback function called for each value
  64795. */
  64796. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64797. private static _GetFloatValue;
  64798. }
  64799. }
  64800. declare module BABYLON {
  64801. /**
  64802. * Scalar computation library
  64803. */
  64804. export class Scalar {
  64805. /**
  64806. * Two pi constants convenient for computation.
  64807. */
  64808. static TwoPi: number;
  64809. /**
  64810. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64811. * @param a number
  64812. * @param b number
  64813. * @param epsilon (default = 1.401298E-45)
  64814. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64815. */
  64816. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64817. /**
  64818. * Returns a string : the upper case translation of the number i to hexadecimal.
  64819. * @param i number
  64820. * @returns the upper case translation of the number i to hexadecimal.
  64821. */
  64822. static ToHex(i: number): string;
  64823. /**
  64824. * Returns -1 if value is negative and +1 is value is positive.
  64825. * @param value the value
  64826. * @returns the value itself if it's equal to zero.
  64827. */
  64828. static Sign(value: number): number;
  64829. /**
  64830. * Returns the value itself if it's between min and max.
  64831. * Returns min if the value is lower than min.
  64832. * Returns max if the value is greater than max.
  64833. * @param value the value to clmap
  64834. * @param min the min value to clamp to (default: 0)
  64835. * @param max the max value to clamp to (default: 1)
  64836. * @returns the clamped value
  64837. */
  64838. static Clamp(value: number, min?: number, max?: number): number;
  64839. /**
  64840. * the log2 of value.
  64841. * @param value the value to compute log2 of
  64842. * @returns the log2 of value.
  64843. */
  64844. static Log2(value: number): number;
  64845. /**
  64846. * Loops the value, so that it is never larger than length and never smaller than 0.
  64847. *
  64848. * This is similar to the modulo operator but it works with floating point numbers.
  64849. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64850. * With t = 5 and length = 2.5, the result would be 0.0.
  64851. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64852. * @param value the value
  64853. * @param length the length
  64854. * @returns the looped value
  64855. */
  64856. static Repeat(value: number, length: number): number;
  64857. /**
  64858. * Normalize the value between 0.0 and 1.0 using min and max values
  64859. * @param value value to normalize
  64860. * @param min max to normalize between
  64861. * @param max min to normalize between
  64862. * @returns the normalized value
  64863. */
  64864. static Normalize(value: number, min: number, max: number): number;
  64865. /**
  64866. * Denormalize the value from 0.0 and 1.0 using min and max values
  64867. * @param normalized value to denormalize
  64868. * @param min max to denormalize between
  64869. * @param max min to denormalize between
  64870. * @returns the denormalized value
  64871. */
  64872. static Denormalize(normalized: number, min: number, max: number): number;
  64873. /**
  64874. * Calculates the shortest difference between two given angles given in degrees.
  64875. * @param current current angle in degrees
  64876. * @param target target angle in degrees
  64877. * @returns the delta
  64878. */
  64879. static DeltaAngle(current: number, target: number): number;
  64880. /**
  64881. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  64882. * @param tx value
  64883. * @param length length
  64884. * @returns The returned value will move back and forth between 0 and length
  64885. */
  64886. static PingPong(tx: number, length: number): number;
  64887. /**
  64888. * Interpolates between min and max with smoothing at the limits.
  64889. *
  64890. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  64891. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  64892. * @param from from
  64893. * @param to to
  64894. * @param tx value
  64895. * @returns the smooth stepped value
  64896. */
  64897. static SmoothStep(from: number, to: number, tx: number): number;
  64898. /**
  64899. * Moves a value current towards target.
  64900. *
  64901. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  64902. * Negative values of maxDelta pushes the value away from target.
  64903. * @param current current value
  64904. * @param target target value
  64905. * @param maxDelta max distance to move
  64906. * @returns resulting value
  64907. */
  64908. static MoveTowards(current: number, target: number, maxDelta: number): number;
  64909. /**
  64910. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64911. *
  64912. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  64913. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  64914. * @param current current value
  64915. * @param target target value
  64916. * @param maxDelta max distance to move
  64917. * @returns resulting angle
  64918. */
  64919. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  64920. /**
  64921. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  64922. * @param start start value
  64923. * @param end target value
  64924. * @param amount amount to lerp between
  64925. * @returns the lerped value
  64926. */
  64927. static Lerp(start: number, end: number, amount: number): number;
  64928. /**
  64929. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64930. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  64931. * @param start start value
  64932. * @param end target value
  64933. * @param amount amount to lerp between
  64934. * @returns the lerped value
  64935. */
  64936. static LerpAngle(start: number, end: number, amount: number): number;
  64937. /**
  64938. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  64939. * @param a start value
  64940. * @param b target value
  64941. * @param value value between a and b
  64942. * @returns the inverseLerp value
  64943. */
  64944. static InverseLerp(a: number, b: number, value: number): number;
  64945. /**
  64946. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  64947. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  64948. * @param value1 spline value
  64949. * @param tangent1 spline value
  64950. * @param value2 spline value
  64951. * @param tangent2 spline value
  64952. * @param amount input value
  64953. * @returns hermite result
  64954. */
  64955. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  64956. /**
  64957. * Returns a random float number between and min and max values
  64958. * @param min min value of random
  64959. * @param max max value of random
  64960. * @returns random value
  64961. */
  64962. static RandomRange(min: number, max: number): number;
  64963. /**
  64964. * This function returns percentage of a number in a given range.
  64965. *
  64966. * RangeToPercent(40,20,60) will return 0.5 (50%)
  64967. * RangeToPercent(34,0,100) will return 0.34 (34%)
  64968. * @param number to convert to percentage
  64969. * @param min min range
  64970. * @param max max range
  64971. * @returns the percentage
  64972. */
  64973. static RangeToPercent(number: number, min: number, max: number): number;
  64974. /**
  64975. * This function returns number that corresponds to the percentage in a given range.
  64976. *
  64977. * PercentToRange(0.34,0,100) will return 34.
  64978. * @param percent to convert to number
  64979. * @param min min range
  64980. * @param max max range
  64981. * @returns the number
  64982. */
  64983. static PercentToRange(percent: number, min: number, max: number): number;
  64984. /**
  64985. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  64986. * @param angle The angle to normalize in radian.
  64987. * @return The converted angle.
  64988. */
  64989. static NormalizeRadians(angle: number): number;
  64990. }
  64991. }
  64992. declare module BABYLON {
  64993. /**
  64994. * Constant used to convert a value to gamma space
  64995. * @ignorenaming
  64996. */
  64997. export const ToGammaSpace: number;
  64998. /**
  64999. * Constant used to convert a value to linear space
  65000. * @ignorenaming
  65001. */
  65002. export const ToLinearSpace = 2.2;
  65003. /**
  65004. * Constant used to define the minimal number value in Babylon.js
  65005. * @ignorenaming
  65006. */
  65007. let Epsilon: number;
  65008. }
  65009. declare module BABYLON {
  65010. /**
  65011. * Class used to represent a viewport on screen
  65012. */
  65013. export class Viewport {
  65014. /** viewport left coordinate */
  65015. x: number;
  65016. /** viewport top coordinate */
  65017. y: number;
  65018. /**viewport width */
  65019. width: number;
  65020. /** viewport height */
  65021. height: number;
  65022. /**
  65023. * Creates a Viewport object located at (x, y) and sized (width, height)
  65024. * @param x defines viewport left coordinate
  65025. * @param y defines viewport top coordinate
  65026. * @param width defines the viewport width
  65027. * @param height defines the viewport height
  65028. */
  65029. constructor(
  65030. /** viewport left coordinate */
  65031. x: number,
  65032. /** viewport top coordinate */
  65033. y: number,
  65034. /**viewport width */
  65035. width: number,
  65036. /** viewport height */
  65037. height: number);
  65038. /**
  65039. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65040. * @param renderWidth defines the rendering width
  65041. * @param renderHeight defines the rendering height
  65042. * @returns a new Viewport
  65043. */
  65044. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65045. /**
  65046. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65047. * @param renderWidth defines the rendering width
  65048. * @param renderHeight defines the rendering height
  65049. * @param ref defines the target viewport
  65050. * @returns the current viewport
  65051. */
  65052. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65053. /**
  65054. * Returns a new Viewport copied from the current one
  65055. * @returns a new Viewport
  65056. */
  65057. clone(): Viewport;
  65058. }
  65059. }
  65060. declare module BABYLON {
  65061. /**
  65062. * Class containing a set of static utilities functions for arrays.
  65063. */
  65064. export class ArrayTools {
  65065. /**
  65066. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65067. * @param size the number of element to construct and put in the array
  65068. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65069. * @returns a new array filled with new objects
  65070. */
  65071. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65072. }
  65073. }
  65074. declare module BABYLON {
  65075. /**
  65076. * @hidden
  65077. */
  65078. export interface IColor4Like {
  65079. r: float;
  65080. g: float;
  65081. b: float;
  65082. a: float;
  65083. }
  65084. /**
  65085. * @hidden
  65086. */
  65087. export interface IColor3Like {
  65088. r: float;
  65089. g: float;
  65090. b: float;
  65091. }
  65092. /**
  65093. * @hidden
  65094. */
  65095. export interface IVector4Like {
  65096. x: float;
  65097. y: float;
  65098. z: float;
  65099. w: float;
  65100. }
  65101. /**
  65102. * @hidden
  65103. */
  65104. export interface IVector3Like {
  65105. x: float;
  65106. y: float;
  65107. z: float;
  65108. }
  65109. /**
  65110. * @hidden
  65111. */
  65112. export interface IVector2Like {
  65113. x: float;
  65114. y: float;
  65115. }
  65116. /**
  65117. * @hidden
  65118. */
  65119. export interface IMatrixLike {
  65120. toArray(): DeepImmutable<Float32Array>;
  65121. updateFlag: int;
  65122. }
  65123. /**
  65124. * @hidden
  65125. */
  65126. export interface IViewportLike {
  65127. x: float;
  65128. y: float;
  65129. width: float;
  65130. height: float;
  65131. }
  65132. /**
  65133. * @hidden
  65134. */
  65135. export interface IPlaneLike {
  65136. normal: IVector3Like;
  65137. d: float;
  65138. normalize(): void;
  65139. }
  65140. }
  65141. declare module BABYLON {
  65142. /**
  65143. * Class representing a vector containing 2 coordinates
  65144. */
  65145. export class Vector2 {
  65146. /** defines the first coordinate */
  65147. x: number;
  65148. /** defines the second coordinate */
  65149. y: number;
  65150. /**
  65151. * Creates a new Vector2 from the given x and y coordinates
  65152. * @param x defines the first coordinate
  65153. * @param y defines the second coordinate
  65154. */
  65155. constructor(
  65156. /** defines the first coordinate */
  65157. x?: number,
  65158. /** defines the second coordinate */
  65159. y?: number);
  65160. /**
  65161. * Gets a string with the Vector2 coordinates
  65162. * @returns a string with the Vector2 coordinates
  65163. */
  65164. toString(): string;
  65165. /**
  65166. * Gets class name
  65167. * @returns the string "Vector2"
  65168. */
  65169. getClassName(): string;
  65170. /**
  65171. * Gets current vector hash code
  65172. * @returns the Vector2 hash code as a number
  65173. */
  65174. getHashCode(): number;
  65175. /**
  65176. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65177. * @param array defines the source array
  65178. * @param index defines the offset in source array
  65179. * @returns the current Vector2
  65180. */
  65181. toArray(array: FloatArray, index?: number): Vector2;
  65182. /**
  65183. * Copy the current vector to an array
  65184. * @returns a new array with 2 elements: the Vector2 coordinates.
  65185. */
  65186. asArray(): number[];
  65187. /**
  65188. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65189. * @param source defines the source Vector2
  65190. * @returns the current updated Vector2
  65191. */
  65192. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65193. /**
  65194. * Sets the Vector2 coordinates with the given floats
  65195. * @param x defines the first coordinate
  65196. * @param y defines the second coordinate
  65197. * @returns the current updated Vector2
  65198. */
  65199. copyFromFloats(x: number, y: number): Vector2;
  65200. /**
  65201. * Sets the Vector2 coordinates with the given floats
  65202. * @param x defines the first coordinate
  65203. * @param y defines the second coordinate
  65204. * @returns the current updated Vector2
  65205. */
  65206. set(x: number, y: number): Vector2;
  65207. /**
  65208. * Add another vector with the current one
  65209. * @param otherVector defines the other vector
  65210. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65211. */
  65212. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65213. /**
  65214. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65215. * @param otherVector defines the other vector
  65216. * @param result defines the target vector
  65217. * @returns the unmodified current Vector2
  65218. */
  65219. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65220. /**
  65221. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65222. * @param otherVector defines the other vector
  65223. * @returns the current updated Vector2
  65224. */
  65225. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65226. /**
  65227. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65228. * @param otherVector defines the other vector
  65229. * @returns a new Vector2
  65230. */
  65231. addVector3(otherVector: Vector3): Vector2;
  65232. /**
  65233. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65234. * @param otherVector defines the other vector
  65235. * @returns a new Vector2
  65236. */
  65237. subtract(otherVector: Vector2): Vector2;
  65238. /**
  65239. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65240. * @param otherVector defines the other vector
  65241. * @param result defines the target vector
  65242. * @returns the unmodified current Vector2
  65243. */
  65244. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65245. /**
  65246. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65247. * @param otherVector defines the other vector
  65248. * @returns the current updated Vector2
  65249. */
  65250. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65251. /**
  65252. * Multiplies in place the current Vector2 coordinates by the given ones
  65253. * @param otherVector defines the other vector
  65254. * @returns the current updated Vector2
  65255. */
  65256. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65257. /**
  65258. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65259. * @param otherVector defines the other vector
  65260. * @returns a new Vector2
  65261. */
  65262. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65263. /**
  65264. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65265. * @param otherVector defines the other vector
  65266. * @param result defines the target vector
  65267. * @returns the unmodified current Vector2
  65268. */
  65269. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65270. /**
  65271. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65272. * @param x defines the first coordinate
  65273. * @param y defines the second coordinate
  65274. * @returns a new Vector2
  65275. */
  65276. multiplyByFloats(x: number, y: number): Vector2;
  65277. /**
  65278. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65279. * @param otherVector defines the other vector
  65280. * @returns a new Vector2
  65281. */
  65282. divide(otherVector: Vector2): Vector2;
  65283. /**
  65284. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65285. * @param otherVector defines the other vector
  65286. * @param result defines the target vector
  65287. * @returns the unmodified current Vector2
  65288. */
  65289. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65290. /**
  65291. * Divides the current Vector2 coordinates by the given ones
  65292. * @param otherVector defines the other vector
  65293. * @returns the current updated Vector2
  65294. */
  65295. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65296. /**
  65297. * Gets a new Vector2 with current Vector2 negated coordinates
  65298. * @returns a new Vector2
  65299. */
  65300. negate(): Vector2;
  65301. /**
  65302. * Multiply the Vector2 coordinates by scale
  65303. * @param scale defines the scaling factor
  65304. * @returns the current updated Vector2
  65305. */
  65306. scaleInPlace(scale: number): Vector2;
  65307. /**
  65308. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65309. * @param scale defines the scaling factor
  65310. * @returns a new Vector2
  65311. */
  65312. scale(scale: number): Vector2;
  65313. /**
  65314. * Scale the current Vector2 values by a factor to a given Vector2
  65315. * @param scale defines the scale factor
  65316. * @param result defines the Vector2 object where to store the result
  65317. * @returns the unmodified current Vector2
  65318. */
  65319. scaleToRef(scale: number, result: Vector2): Vector2;
  65320. /**
  65321. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65322. * @param scale defines the scale factor
  65323. * @param result defines the Vector2 object where to store the result
  65324. * @returns the unmodified current Vector2
  65325. */
  65326. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65327. /**
  65328. * Gets a boolean if two vectors are equals
  65329. * @param otherVector defines the other vector
  65330. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65331. */
  65332. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65333. /**
  65334. * Gets a boolean if two vectors are equals (using an epsilon value)
  65335. * @param otherVector defines the other vector
  65336. * @param epsilon defines the minimal distance to consider equality
  65337. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65338. */
  65339. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65340. /**
  65341. * Gets a new Vector2 from current Vector2 floored values
  65342. * @returns a new Vector2
  65343. */
  65344. floor(): Vector2;
  65345. /**
  65346. * Gets a new Vector2 from current Vector2 floored values
  65347. * @returns a new Vector2
  65348. */
  65349. fract(): Vector2;
  65350. /**
  65351. * Gets the length of the vector
  65352. * @returns the vector length (float)
  65353. */
  65354. length(): number;
  65355. /**
  65356. * Gets the vector squared length
  65357. * @returns the vector squared length (float)
  65358. */
  65359. lengthSquared(): number;
  65360. /**
  65361. * Normalize the vector
  65362. * @returns the current updated Vector2
  65363. */
  65364. normalize(): Vector2;
  65365. /**
  65366. * Gets a new Vector2 copied from the Vector2
  65367. * @returns a new Vector2
  65368. */
  65369. clone(): Vector2;
  65370. /**
  65371. * Gets a new Vector2(0, 0)
  65372. * @returns a new Vector2
  65373. */
  65374. static Zero(): Vector2;
  65375. /**
  65376. * Gets a new Vector2(1, 1)
  65377. * @returns a new Vector2
  65378. */
  65379. static One(): Vector2;
  65380. /**
  65381. * Gets a new Vector2 set from the given index element of the given array
  65382. * @param array defines the data source
  65383. * @param offset defines the offset in the data source
  65384. * @returns a new Vector2
  65385. */
  65386. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65387. /**
  65388. * Sets "result" from the given index element of the given array
  65389. * @param array defines the data source
  65390. * @param offset defines the offset in the data source
  65391. * @param result defines the target vector
  65392. */
  65393. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65394. /**
  65395. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65396. * @param value1 defines 1st point of control
  65397. * @param value2 defines 2nd point of control
  65398. * @param value3 defines 3rd point of control
  65399. * @param value4 defines 4th point of control
  65400. * @param amount defines the interpolation factor
  65401. * @returns a new Vector2
  65402. */
  65403. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65404. /**
  65405. * 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".
  65406. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65407. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65408. * @param value defines the value to clamp
  65409. * @param min defines the lower limit
  65410. * @param max defines the upper limit
  65411. * @returns a new Vector2
  65412. */
  65413. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65414. /**
  65415. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65416. * @param value1 defines the 1st control point
  65417. * @param tangent1 defines the outgoing tangent
  65418. * @param value2 defines the 2nd control point
  65419. * @param tangent2 defines the incoming tangent
  65420. * @param amount defines the interpolation factor
  65421. * @returns a new Vector2
  65422. */
  65423. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65424. /**
  65425. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65426. * @param start defines the start vector
  65427. * @param end defines the end vector
  65428. * @param amount defines the interpolation factor
  65429. * @returns a new Vector2
  65430. */
  65431. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65432. /**
  65433. * Gets the dot product of the vector "left" and the vector "right"
  65434. * @param left defines first vector
  65435. * @param right defines second vector
  65436. * @returns the dot product (float)
  65437. */
  65438. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65439. /**
  65440. * Returns a new Vector2 equal to the normalized given vector
  65441. * @param vector defines the vector to normalize
  65442. * @returns a new Vector2
  65443. */
  65444. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65445. /**
  65446. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65447. * @param left defines 1st vector
  65448. * @param right defines 2nd vector
  65449. * @returns a new Vector2
  65450. */
  65451. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65452. /**
  65453. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65454. * @param left defines 1st vector
  65455. * @param right defines 2nd vector
  65456. * @returns a new Vector2
  65457. */
  65458. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65459. /**
  65460. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65461. * @param vector defines the vector to transform
  65462. * @param transformation defines the matrix to apply
  65463. * @returns a new Vector2
  65464. */
  65465. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65466. /**
  65467. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65468. * @param vector defines the vector to transform
  65469. * @param transformation defines the matrix to apply
  65470. * @param result defines the target vector
  65471. */
  65472. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65473. /**
  65474. * Determines if a given vector is included in a triangle
  65475. * @param p defines the vector to test
  65476. * @param p0 defines 1st triangle point
  65477. * @param p1 defines 2nd triangle point
  65478. * @param p2 defines 3rd triangle point
  65479. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65480. */
  65481. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65482. /**
  65483. * Gets the distance between the vectors "value1" and "value2"
  65484. * @param value1 defines first vector
  65485. * @param value2 defines second vector
  65486. * @returns the distance between vectors
  65487. */
  65488. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65489. /**
  65490. * Returns the squared distance between the vectors "value1" and "value2"
  65491. * @param value1 defines first vector
  65492. * @param value2 defines second vector
  65493. * @returns the squared distance between vectors
  65494. */
  65495. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65496. /**
  65497. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65498. * @param value1 defines first vector
  65499. * @param value2 defines second vector
  65500. * @returns a new Vector2
  65501. */
  65502. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65503. /**
  65504. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65505. * @param p defines the middle point
  65506. * @param segA defines one point of the segment
  65507. * @param segB defines the other point of the segment
  65508. * @returns the shortest distance
  65509. */
  65510. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65511. }
  65512. /**
  65513. * Classed used to store (x,y,z) vector representation
  65514. * A Vector3 is the main object used in 3D geometry
  65515. * It can represent etiher the coordinates of a point the space, either a direction
  65516. * Reminder: js uses a left handed forward facing system
  65517. */
  65518. export class Vector3 {
  65519. /**
  65520. * Defines the first coordinates (on X axis)
  65521. */
  65522. x: number;
  65523. /**
  65524. * Defines the second coordinates (on Y axis)
  65525. */
  65526. y: number;
  65527. /**
  65528. * Defines the third coordinates (on Z axis)
  65529. */
  65530. z: number;
  65531. private static _UpReadOnly;
  65532. private static _ZeroReadOnly;
  65533. /**
  65534. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65535. * @param x defines the first coordinates (on X axis)
  65536. * @param y defines the second coordinates (on Y axis)
  65537. * @param z defines the third coordinates (on Z axis)
  65538. */
  65539. constructor(
  65540. /**
  65541. * Defines the first coordinates (on X axis)
  65542. */
  65543. x?: number,
  65544. /**
  65545. * Defines the second coordinates (on Y axis)
  65546. */
  65547. y?: number,
  65548. /**
  65549. * Defines the third coordinates (on Z axis)
  65550. */
  65551. z?: number);
  65552. /**
  65553. * Creates a string representation of the Vector3
  65554. * @returns a string with the Vector3 coordinates.
  65555. */
  65556. toString(): string;
  65557. /**
  65558. * Gets the class name
  65559. * @returns the string "Vector3"
  65560. */
  65561. getClassName(): string;
  65562. /**
  65563. * Creates the Vector3 hash code
  65564. * @returns a number which tends to be unique between Vector3 instances
  65565. */
  65566. getHashCode(): number;
  65567. /**
  65568. * Creates an array containing three elements : the coordinates of the Vector3
  65569. * @returns a new array of numbers
  65570. */
  65571. asArray(): number[];
  65572. /**
  65573. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65574. * @param array defines the destination array
  65575. * @param index defines the offset in the destination array
  65576. * @returns the current Vector3
  65577. */
  65578. toArray(array: FloatArray, index?: number): Vector3;
  65579. /**
  65580. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65581. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65582. */
  65583. toQuaternion(): Quaternion;
  65584. /**
  65585. * Adds the given vector to the current Vector3
  65586. * @param otherVector defines the second operand
  65587. * @returns the current updated Vector3
  65588. */
  65589. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65590. /**
  65591. * Adds the given coordinates to the current Vector3
  65592. * @param x defines the x coordinate of the operand
  65593. * @param y defines the y coordinate of the operand
  65594. * @param z defines the z coordinate of the operand
  65595. * @returns the current updated Vector3
  65596. */
  65597. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65598. /**
  65599. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65600. * @param otherVector defines the second operand
  65601. * @returns the resulting Vector3
  65602. */
  65603. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65604. /**
  65605. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65606. * @param otherVector defines the second operand
  65607. * @param result defines the Vector3 object where to store the result
  65608. * @returns the current Vector3
  65609. */
  65610. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65611. /**
  65612. * Subtract the given vector from the current Vector3
  65613. * @param otherVector defines the second operand
  65614. * @returns the current updated Vector3
  65615. */
  65616. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65617. /**
  65618. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65619. * @param otherVector defines the second operand
  65620. * @returns the resulting Vector3
  65621. */
  65622. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65623. /**
  65624. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65625. * @param otherVector defines the second operand
  65626. * @param result defines the Vector3 object where to store the result
  65627. * @returns the current Vector3
  65628. */
  65629. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65630. /**
  65631. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65632. * @param x defines the x coordinate of the operand
  65633. * @param y defines the y coordinate of the operand
  65634. * @param z defines the z coordinate of the operand
  65635. * @returns the resulting Vector3
  65636. */
  65637. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65638. /**
  65639. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65640. * @param x defines the x coordinate of the operand
  65641. * @param y defines the y coordinate of the operand
  65642. * @param z defines the z coordinate of the operand
  65643. * @param result defines the Vector3 object where to store the result
  65644. * @returns the current Vector3
  65645. */
  65646. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65647. /**
  65648. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65649. * @returns a new Vector3
  65650. */
  65651. negate(): Vector3;
  65652. /**
  65653. * Multiplies the Vector3 coordinates by the float "scale"
  65654. * @param scale defines the multiplier factor
  65655. * @returns the current updated Vector3
  65656. */
  65657. scaleInPlace(scale: number): Vector3;
  65658. /**
  65659. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65660. * @param scale defines the multiplier factor
  65661. * @returns a new Vector3
  65662. */
  65663. scale(scale: number): Vector3;
  65664. /**
  65665. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65666. * @param scale defines the multiplier factor
  65667. * @param result defines the Vector3 object where to store the result
  65668. * @returns the current Vector3
  65669. */
  65670. scaleToRef(scale: number, result: Vector3): Vector3;
  65671. /**
  65672. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65673. * @param scale defines the scale factor
  65674. * @param result defines the Vector3 object where to store the result
  65675. * @returns the unmodified current Vector3
  65676. */
  65677. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65678. /**
  65679. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65680. * @param otherVector defines the second operand
  65681. * @returns true if both vectors are equals
  65682. */
  65683. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65684. /**
  65685. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65686. * @param otherVector defines the second operand
  65687. * @param epsilon defines the minimal distance to define values as equals
  65688. * @returns true if both vectors are distant less than epsilon
  65689. */
  65690. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65691. /**
  65692. * Returns true if the current Vector3 coordinates equals the given floats
  65693. * @param x defines the x coordinate of the operand
  65694. * @param y defines the y coordinate of the operand
  65695. * @param z defines the z coordinate of the operand
  65696. * @returns true if both vectors are equals
  65697. */
  65698. equalsToFloats(x: number, y: number, z: number): boolean;
  65699. /**
  65700. * Multiplies the current Vector3 coordinates by the given ones
  65701. * @param otherVector defines the second operand
  65702. * @returns the current updated Vector3
  65703. */
  65704. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65705. /**
  65706. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65707. * @param otherVector defines the second operand
  65708. * @returns the new Vector3
  65709. */
  65710. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65711. /**
  65712. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65713. * @param otherVector defines the second operand
  65714. * @param result defines the Vector3 object where to store the result
  65715. * @returns the current Vector3
  65716. */
  65717. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65718. /**
  65719. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65720. * @param x defines the x coordinate of the operand
  65721. * @param y defines the y coordinate of the operand
  65722. * @param z defines the z coordinate of the operand
  65723. * @returns the new Vector3
  65724. */
  65725. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65726. /**
  65727. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65728. * @param otherVector defines the second operand
  65729. * @returns the new Vector3
  65730. */
  65731. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65732. /**
  65733. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65734. * @param otherVector defines the second operand
  65735. * @param result defines the Vector3 object where to store the result
  65736. * @returns the current Vector3
  65737. */
  65738. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65739. /**
  65740. * Divides the current Vector3 coordinates by the given ones.
  65741. * @param otherVector defines the second operand
  65742. * @returns the current updated Vector3
  65743. */
  65744. divideInPlace(otherVector: Vector3): Vector3;
  65745. /**
  65746. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65747. * @param other defines the second operand
  65748. * @returns the current updated Vector3
  65749. */
  65750. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65751. /**
  65752. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65753. * @param other defines the second operand
  65754. * @returns the current updated Vector3
  65755. */
  65756. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65757. /**
  65758. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65759. * @param x defines the x coordinate of the operand
  65760. * @param y defines the y coordinate of the operand
  65761. * @param z defines the z coordinate of the operand
  65762. * @returns the current updated Vector3
  65763. */
  65764. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65765. /**
  65766. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65767. * @param x defines the x coordinate of the operand
  65768. * @param y defines the y coordinate of the operand
  65769. * @param z defines the z coordinate of the operand
  65770. * @returns the current updated Vector3
  65771. */
  65772. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65773. /**
  65774. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65775. * Check if is non uniform within a certain amount of decimal places to account for this
  65776. * @param epsilon the amount the values can differ
  65777. * @returns if the the vector is non uniform to a certain number of decimal places
  65778. */
  65779. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65780. /**
  65781. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65782. */
  65783. readonly isNonUniform: boolean;
  65784. /**
  65785. * Gets a new Vector3 from current Vector3 floored values
  65786. * @returns a new Vector3
  65787. */
  65788. floor(): Vector3;
  65789. /**
  65790. * Gets a new Vector3 from current Vector3 floored values
  65791. * @returns a new Vector3
  65792. */
  65793. fract(): Vector3;
  65794. /**
  65795. * Gets the length of the Vector3
  65796. * @returns the length of the Vector3
  65797. */
  65798. length(): number;
  65799. /**
  65800. * Gets the squared length of the Vector3
  65801. * @returns squared length of the Vector3
  65802. */
  65803. lengthSquared(): number;
  65804. /**
  65805. * Normalize the current Vector3.
  65806. * Please note that this is an in place operation.
  65807. * @returns the current updated Vector3
  65808. */
  65809. normalize(): Vector3;
  65810. /**
  65811. * Reorders the x y z properties of the vector in place
  65812. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65813. * @returns the current updated vector
  65814. */
  65815. reorderInPlace(order: string): this;
  65816. /**
  65817. * Rotates the vector around 0,0,0 by a quaternion
  65818. * @param quaternion the rotation quaternion
  65819. * @param result vector to store the result
  65820. * @returns the resulting vector
  65821. */
  65822. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65823. /**
  65824. * Rotates a vector around a given point
  65825. * @param quaternion the rotation quaternion
  65826. * @param point the point to rotate around
  65827. * @param result vector to store the result
  65828. * @returns the resulting vector
  65829. */
  65830. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65831. /**
  65832. * Normalize the current Vector3 with the given input length.
  65833. * Please note that this is an in place operation.
  65834. * @param len the length of the vector
  65835. * @returns the current updated Vector3
  65836. */
  65837. normalizeFromLength(len: number): Vector3;
  65838. /**
  65839. * Normalize the current Vector3 to a new vector
  65840. * @returns the new Vector3
  65841. */
  65842. normalizeToNew(): Vector3;
  65843. /**
  65844. * Normalize the current Vector3 to the reference
  65845. * @param reference define the Vector3 to update
  65846. * @returns the updated Vector3
  65847. */
  65848. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65849. /**
  65850. * Creates a new Vector3 copied from the current Vector3
  65851. * @returns the new Vector3
  65852. */
  65853. clone(): Vector3;
  65854. /**
  65855. * Copies the given vector coordinates to the current Vector3 ones
  65856. * @param source defines the source Vector3
  65857. * @returns the current updated Vector3
  65858. */
  65859. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65860. /**
  65861. * Copies the given floats to the current Vector3 coordinates
  65862. * @param x defines the x coordinate of the operand
  65863. * @param y defines the y coordinate of the operand
  65864. * @param z defines the z coordinate of the operand
  65865. * @returns the current updated Vector3
  65866. */
  65867. copyFromFloats(x: number, y: number, z: number): Vector3;
  65868. /**
  65869. * Copies the given floats to the current Vector3 coordinates
  65870. * @param x defines the x coordinate of the operand
  65871. * @param y defines the y coordinate of the operand
  65872. * @param z defines the z coordinate of the operand
  65873. * @returns the current updated Vector3
  65874. */
  65875. set(x: number, y: number, z: number): Vector3;
  65876. /**
  65877. * Copies the given float to the current Vector3 coordinates
  65878. * @param v defines the x, y and z coordinates of the operand
  65879. * @returns the current updated Vector3
  65880. */
  65881. setAll(v: number): Vector3;
  65882. /**
  65883. * Get the clip factor between two vectors
  65884. * @param vector0 defines the first operand
  65885. * @param vector1 defines the second operand
  65886. * @param axis defines the axis to use
  65887. * @param size defines the size along the axis
  65888. * @returns the clip factor
  65889. */
  65890. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  65891. /**
  65892. * Get angle between two vectors
  65893. * @param vector0 angle between vector0 and vector1
  65894. * @param vector1 angle between vector0 and vector1
  65895. * @param normal direction of the normal
  65896. * @return the angle between vector0 and vector1
  65897. */
  65898. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  65899. /**
  65900. * Returns a new Vector3 set from the index "offset" of the given array
  65901. * @param array defines the source array
  65902. * @param offset defines the offset in the source array
  65903. * @returns the new Vector3
  65904. */
  65905. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  65906. /**
  65907. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  65908. * This function is deprecated. Use FromArray instead
  65909. * @param array defines the source array
  65910. * @param offset defines the offset in the source array
  65911. * @returns the new Vector3
  65912. */
  65913. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  65914. /**
  65915. * Sets the given vector "result" with the element values from the index "offset" of the given array
  65916. * @param array defines the source array
  65917. * @param offset defines the offset in the source array
  65918. * @param result defines the Vector3 where to store the result
  65919. */
  65920. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  65921. /**
  65922. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  65923. * This function is deprecated. Use FromArrayToRef instead.
  65924. * @param array defines the source array
  65925. * @param offset defines the offset in the source array
  65926. * @param result defines the Vector3 where to store the result
  65927. */
  65928. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  65929. /**
  65930. * Sets the given vector "result" with the given floats.
  65931. * @param x defines the x coordinate of the source
  65932. * @param y defines the y coordinate of the source
  65933. * @param z defines the z coordinate of the source
  65934. * @param result defines the Vector3 where to store the result
  65935. */
  65936. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  65937. /**
  65938. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  65939. * @returns a new empty Vector3
  65940. */
  65941. static Zero(): Vector3;
  65942. /**
  65943. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  65944. * @returns a new unit Vector3
  65945. */
  65946. static One(): Vector3;
  65947. /**
  65948. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  65949. * @returns a new up Vector3
  65950. */
  65951. static Up(): Vector3;
  65952. /**
  65953. * Gets a up Vector3 that must not be updated
  65954. */
  65955. static readonly UpReadOnly: DeepImmutable<Vector3>;
  65956. /**
  65957. * Gets a zero Vector3 that must not be updated
  65958. */
  65959. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  65960. /**
  65961. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  65962. * @returns a new down Vector3
  65963. */
  65964. static Down(): Vector3;
  65965. /**
  65966. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  65967. * @returns a new forward Vector3
  65968. */
  65969. static Forward(): Vector3;
  65970. /**
  65971. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  65972. * @returns a new forward Vector3
  65973. */
  65974. static Backward(): Vector3;
  65975. /**
  65976. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  65977. * @returns a new right Vector3
  65978. */
  65979. static Right(): Vector3;
  65980. /**
  65981. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  65982. * @returns a new left Vector3
  65983. */
  65984. static Left(): Vector3;
  65985. /**
  65986. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  65987. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65988. * @param vector defines the Vector3 to transform
  65989. * @param transformation defines the transformation matrix
  65990. * @returns the transformed Vector3
  65991. */
  65992. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65993. /**
  65994. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  65995. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65996. * @param vector defines the Vector3 to transform
  65997. * @param transformation defines the transformation matrix
  65998. * @param result defines the Vector3 where to store the result
  65999. */
  66000. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66001. /**
  66002. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66003. * This method computes tranformed coordinates only, not transformed direction vectors
  66004. * @param x define the x coordinate of the source vector
  66005. * @param y define the y coordinate of the source vector
  66006. * @param z define the z coordinate of the source vector
  66007. * @param transformation defines the transformation matrix
  66008. * @param result defines the Vector3 where to store the result
  66009. */
  66010. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66011. /**
  66012. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66013. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66014. * @param vector defines the Vector3 to transform
  66015. * @param transformation defines the transformation matrix
  66016. * @returns the new Vector3
  66017. */
  66018. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66019. /**
  66020. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66021. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66022. * @param vector defines the Vector3 to transform
  66023. * @param transformation defines the transformation matrix
  66024. * @param result defines the Vector3 where to store the result
  66025. */
  66026. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66027. /**
  66028. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66029. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66030. * @param x define the x coordinate of the source vector
  66031. * @param y define the y coordinate of the source vector
  66032. * @param z define the z coordinate of the source vector
  66033. * @param transformation defines the transformation matrix
  66034. * @param result defines the Vector3 where to store the result
  66035. */
  66036. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66037. /**
  66038. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66039. * @param value1 defines the first control point
  66040. * @param value2 defines the second control point
  66041. * @param value3 defines the third control point
  66042. * @param value4 defines the fourth control point
  66043. * @param amount defines the amount on the spline to use
  66044. * @returns the new Vector3
  66045. */
  66046. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66047. /**
  66048. * 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"
  66049. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66050. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66051. * @param value defines the current value
  66052. * @param min defines the lower range value
  66053. * @param max defines the upper range value
  66054. * @returns the new Vector3
  66055. */
  66056. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66057. /**
  66058. * 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"
  66059. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66060. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66061. * @param value defines the current value
  66062. * @param min defines the lower range value
  66063. * @param max defines the upper range value
  66064. * @param result defines the Vector3 where to store the result
  66065. */
  66066. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66067. /**
  66068. * Checks if a given vector is inside a specific range
  66069. * @param v defines the vector to test
  66070. * @param min defines the minimum range
  66071. * @param max defines the maximum range
  66072. */
  66073. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66074. /**
  66075. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66076. * @param value1 defines the first control point
  66077. * @param tangent1 defines the first tangent vector
  66078. * @param value2 defines the second control point
  66079. * @param tangent2 defines the second tangent vector
  66080. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66081. * @returns the new Vector3
  66082. */
  66083. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66084. /**
  66085. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66086. * @param start defines the start value
  66087. * @param end defines the end value
  66088. * @param amount max defines amount between both (between 0 and 1)
  66089. * @returns the new Vector3
  66090. */
  66091. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66092. /**
  66093. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66094. * @param start defines the start value
  66095. * @param end defines the end value
  66096. * @param amount max defines amount between both (between 0 and 1)
  66097. * @param result defines the Vector3 where to store the result
  66098. */
  66099. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66100. /**
  66101. * Returns the dot product (float) between the vectors "left" and "right"
  66102. * @param left defines the left operand
  66103. * @param right defines the right operand
  66104. * @returns the dot product
  66105. */
  66106. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66107. /**
  66108. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66109. * The cross product is then orthogonal to both "left" and "right"
  66110. * @param left defines the left operand
  66111. * @param right defines the right operand
  66112. * @returns the cross product
  66113. */
  66114. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66115. /**
  66116. * Sets the given vector "result" with the cross product of "left" and "right"
  66117. * The cross product is then orthogonal to both "left" and "right"
  66118. * @param left defines the left operand
  66119. * @param right defines the right operand
  66120. * @param result defines the Vector3 where to store the result
  66121. */
  66122. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66123. /**
  66124. * Returns a new Vector3 as the normalization of the given vector
  66125. * @param vector defines the Vector3 to normalize
  66126. * @returns the new Vector3
  66127. */
  66128. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66129. /**
  66130. * Sets the given vector "result" with the normalization of the given first vector
  66131. * @param vector defines the Vector3 to normalize
  66132. * @param result defines the Vector3 where to store the result
  66133. */
  66134. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66135. /**
  66136. * Project a Vector3 onto screen space
  66137. * @param vector defines the Vector3 to project
  66138. * @param world defines the world matrix to use
  66139. * @param transform defines the transform (view x projection) matrix to use
  66140. * @param viewport defines the screen viewport to use
  66141. * @returns the new Vector3
  66142. */
  66143. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66144. /** @hidden */
  66145. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66146. /**
  66147. * Unproject from screen space to object space
  66148. * @param source defines the screen space Vector3 to use
  66149. * @param viewportWidth defines the current width of the viewport
  66150. * @param viewportHeight defines the current height of the viewport
  66151. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66152. * @param transform defines the transform (view x projection) matrix to use
  66153. * @returns the new Vector3
  66154. */
  66155. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66156. /**
  66157. * Unproject from screen space to object space
  66158. * @param source defines the screen space Vector3 to use
  66159. * @param viewportWidth defines the current width of the viewport
  66160. * @param viewportHeight defines the current height of the viewport
  66161. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66162. * @param view defines the view matrix to use
  66163. * @param projection defines the projection matrix to use
  66164. * @returns the new Vector3
  66165. */
  66166. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66167. /**
  66168. * Unproject from screen space to object space
  66169. * @param source defines the screen space Vector3 to use
  66170. * @param viewportWidth defines the current width of the viewport
  66171. * @param viewportHeight defines the current height of the viewport
  66172. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66173. * @param view defines the view matrix to use
  66174. * @param projection defines the projection matrix to use
  66175. * @param result defines the Vector3 where to store the result
  66176. */
  66177. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66178. /**
  66179. * Unproject from screen space to object space
  66180. * @param sourceX defines the screen space x coordinate to use
  66181. * @param sourceY defines the screen space y coordinate to use
  66182. * @param sourceZ defines the screen space z coordinate to use
  66183. * @param viewportWidth defines the current width of the viewport
  66184. * @param viewportHeight defines the current height of the viewport
  66185. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66186. * @param view defines the view matrix to use
  66187. * @param projection defines the projection matrix to use
  66188. * @param result defines the Vector3 where to store the result
  66189. */
  66190. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66191. /**
  66192. * Gets the minimal coordinate values between two Vector3
  66193. * @param left defines the first operand
  66194. * @param right defines the second operand
  66195. * @returns the new Vector3
  66196. */
  66197. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66198. /**
  66199. * Gets the maximal coordinate values between two Vector3
  66200. * @param left defines the first operand
  66201. * @param right defines the second operand
  66202. * @returns the new Vector3
  66203. */
  66204. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66205. /**
  66206. * Returns the distance between the vectors "value1" and "value2"
  66207. * @param value1 defines the first operand
  66208. * @param value2 defines the second operand
  66209. * @returns the distance
  66210. */
  66211. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66212. /**
  66213. * Returns the squared distance between the vectors "value1" and "value2"
  66214. * @param value1 defines the first operand
  66215. * @param value2 defines the second operand
  66216. * @returns the squared distance
  66217. */
  66218. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66219. /**
  66220. * Returns a new Vector3 located at the center between "value1" and "value2"
  66221. * @param value1 defines the first operand
  66222. * @param value2 defines the second operand
  66223. * @returns the new Vector3
  66224. */
  66225. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66226. /**
  66227. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66228. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66229. * to something in order to rotate it from its local system to the given target system
  66230. * Note: axis1, axis2 and axis3 are normalized during this operation
  66231. * @param axis1 defines the first axis
  66232. * @param axis2 defines the second axis
  66233. * @param axis3 defines the third axis
  66234. * @returns a new Vector3
  66235. */
  66236. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66237. /**
  66238. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66239. * @param axis1 defines the first axis
  66240. * @param axis2 defines the second axis
  66241. * @param axis3 defines the third axis
  66242. * @param ref defines the Vector3 where to store the result
  66243. */
  66244. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66245. }
  66246. /**
  66247. * Vector4 class created for EulerAngle class conversion to Quaternion
  66248. */
  66249. export class Vector4 {
  66250. /** x value of the vector */
  66251. x: number;
  66252. /** y value of the vector */
  66253. y: number;
  66254. /** z value of the vector */
  66255. z: number;
  66256. /** w value of the vector */
  66257. w: number;
  66258. /**
  66259. * Creates a Vector4 object from the given floats.
  66260. * @param x x value of the vector
  66261. * @param y y value of the vector
  66262. * @param z z value of the vector
  66263. * @param w w value of the vector
  66264. */
  66265. constructor(
  66266. /** x value of the vector */
  66267. x: number,
  66268. /** y value of the vector */
  66269. y: number,
  66270. /** z value of the vector */
  66271. z: number,
  66272. /** w value of the vector */
  66273. w: number);
  66274. /**
  66275. * Returns the string with the Vector4 coordinates.
  66276. * @returns a string containing all the vector values
  66277. */
  66278. toString(): string;
  66279. /**
  66280. * Returns the string "Vector4".
  66281. * @returns "Vector4"
  66282. */
  66283. getClassName(): string;
  66284. /**
  66285. * Returns the Vector4 hash code.
  66286. * @returns a unique hash code
  66287. */
  66288. getHashCode(): number;
  66289. /**
  66290. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66291. * @returns the resulting array
  66292. */
  66293. asArray(): number[];
  66294. /**
  66295. * Populates the given array from the given index with the Vector4 coordinates.
  66296. * @param array array to populate
  66297. * @param index index of the array to start at (default: 0)
  66298. * @returns the Vector4.
  66299. */
  66300. toArray(array: FloatArray, index?: number): Vector4;
  66301. /**
  66302. * Adds the given vector to the current Vector4.
  66303. * @param otherVector the vector to add
  66304. * @returns the updated Vector4.
  66305. */
  66306. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66307. /**
  66308. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66309. * @param otherVector the vector to add
  66310. * @returns the resulting vector
  66311. */
  66312. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66313. /**
  66314. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66315. * @param otherVector the vector to add
  66316. * @param result the vector to store the result
  66317. * @returns the current Vector4.
  66318. */
  66319. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66320. /**
  66321. * Subtract in place the given vector from the current Vector4.
  66322. * @param otherVector the vector to subtract
  66323. * @returns the updated Vector4.
  66324. */
  66325. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66326. /**
  66327. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66328. * @param otherVector the vector to add
  66329. * @returns the new vector with the result
  66330. */
  66331. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66332. /**
  66333. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66334. * @param otherVector the vector to subtract
  66335. * @param result the vector to store the result
  66336. * @returns the current Vector4.
  66337. */
  66338. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66339. /**
  66340. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66341. */
  66342. /**
  66343. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66344. * @param x value to subtract
  66345. * @param y value to subtract
  66346. * @param z value to subtract
  66347. * @param w value to subtract
  66348. * @returns new vector containing the result
  66349. */
  66350. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66351. /**
  66352. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66353. * @param x value to subtract
  66354. * @param y value to subtract
  66355. * @param z value to subtract
  66356. * @param w value to subtract
  66357. * @param result the vector to store the result in
  66358. * @returns the current Vector4.
  66359. */
  66360. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66361. /**
  66362. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66363. * @returns a new vector with the negated values
  66364. */
  66365. negate(): Vector4;
  66366. /**
  66367. * Multiplies the current Vector4 coordinates by scale (float).
  66368. * @param scale the number to scale with
  66369. * @returns the updated Vector4.
  66370. */
  66371. scaleInPlace(scale: number): Vector4;
  66372. /**
  66373. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66374. * @param scale the number to scale with
  66375. * @returns a new vector with the result
  66376. */
  66377. scale(scale: number): Vector4;
  66378. /**
  66379. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66380. * @param scale the number to scale with
  66381. * @param result a vector to store the result in
  66382. * @returns the current Vector4.
  66383. */
  66384. scaleToRef(scale: number, result: Vector4): Vector4;
  66385. /**
  66386. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66387. * @param scale defines the scale factor
  66388. * @param result defines the Vector4 object where to store the result
  66389. * @returns the unmodified current Vector4
  66390. */
  66391. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66392. /**
  66393. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66394. * @param otherVector the vector to compare against
  66395. * @returns true if they are equal
  66396. */
  66397. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66398. /**
  66399. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66400. * @param otherVector vector to compare against
  66401. * @param epsilon (Default: very small number)
  66402. * @returns true if they are equal
  66403. */
  66404. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66405. /**
  66406. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66407. * @param x x value to compare against
  66408. * @param y y value to compare against
  66409. * @param z z value to compare against
  66410. * @param w w value to compare against
  66411. * @returns true if equal
  66412. */
  66413. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66414. /**
  66415. * Multiplies in place the current Vector4 by the given one.
  66416. * @param otherVector vector to multiple with
  66417. * @returns the updated Vector4.
  66418. */
  66419. multiplyInPlace(otherVector: Vector4): Vector4;
  66420. /**
  66421. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66422. * @param otherVector vector to multiple with
  66423. * @returns resulting new vector
  66424. */
  66425. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66426. /**
  66427. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66428. * @param otherVector vector to multiple with
  66429. * @param result vector to store the result
  66430. * @returns the current Vector4.
  66431. */
  66432. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66433. /**
  66434. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66435. * @param x x value multiply with
  66436. * @param y y value multiply with
  66437. * @param z z value multiply with
  66438. * @param w w value multiply with
  66439. * @returns resulting new vector
  66440. */
  66441. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66442. /**
  66443. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66444. * @param otherVector vector to devide with
  66445. * @returns resulting new vector
  66446. */
  66447. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66448. /**
  66449. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66450. * @param otherVector vector to devide with
  66451. * @param result vector to store the result
  66452. * @returns the current Vector4.
  66453. */
  66454. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66455. /**
  66456. * Divides the current Vector3 coordinates by the given ones.
  66457. * @param otherVector vector to devide with
  66458. * @returns the updated Vector3.
  66459. */
  66460. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66461. /**
  66462. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66463. * @param other defines the second operand
  66464. * @returns the current updated Vector4
  66465. */
  66466. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66467. /**
  66468. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66469. * @param other defines the second operand
  66470. * @returns the current updated Vector4
  66471. */
  66472. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66473. /**
  66474. * Gets a new Vector4 from current Vector4 floored values
  66475. * @returns a new Vector4
  66476. */
  66477. floor(): Vector4;
  66478. /**
  66479. * Gets a new Vector4 from current Vector3 floored values
  66480. * @returns a new Vector4
  66481. */
  66482. fract(): Vector4;
  66483. /**
  66484. * Returns the Vector4 length (float).
  66485. * @returns the length
  66486. */
  66487. length(): number;
  66488. /**
  66489. * Returns the Vector4 squared length (float).
  66490. * @returns the length squared
  66491. */
  66492. lengthSquared(): number;
  66493. /**
  66494. * Normalizes in place the Vector4.
  66495. * @returns the updated Vector4.
  66496. */
  66497. normalize(): Vector4;
  66498. /**
  66499. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66500. * @returns this converted to a new vector3
  66501. */
  66502. toVector3(): Vector3;
  66503. /**
  66504. * Returns a new Vector4 copied from the current one.
  66505. * @returns the new cloned vector
  66506. */
  66507. clone(): Vector4;
  66508. /**
  66509. * Updates the current Vector4 with the given one coordinates.
  66510. * @param source the source vector to copy from
  66511. * @returns the updated Vector4.
  66512. */
  66513. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66514. /**
  66515. * Updates the current Vector4 coordinates with the given floats.
  66516. * @param x float to copy from
  66517. * @param y float to copy from
  66518. * @param z float to copy from
  66519. * @param w float to copy from
  66520. * @returns the updated Vector4.
  66521. */
  66522. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66523. /**
  66524. * Updates the current Vector4 coordinates with the given floats.
  66525. * @param x float to set from
  66526. * @param y float to set from
  66527. * @param z float to set from
  66528. * @param w float to set from
  66529. * @returns the updated Vector4.
  66530. */
  66531. set(x: number, y: number, z: number, w: number): Vector4;
  66532. /**
  66533. * Copies the given float to the current Vector3 coordinates
  66534. * @param v defines the x, y, z and w coordinates of the operand
  66535. * @returns the current updated Vector3
  66536. */
  66537. setAll(v: number): Vector4;
  66538. /**
  66539. * Returns a new Vector4 set from the starting index of the given array.
  66540. * @param array the array to pull values from
  66541. * @param offset the offset into the array to start at
  66542. * @returns the new vector
  66543. */
  66544. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66545. /**
  66546. * Updates the given vector "result" from the starting index of the given array.
  66547. * @param array the array to pull values from
  66548. * @param offset the offset into the array to start at
  66549. * @param result the vector to store the result in
  66550. */
  66551. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66552. /**
  66553. * Updates the given vector "result" from the starting index of the given Float32Array.
  66554. * @param array the array to pull values from
  66555. * @param offset the offset into the array to start at
  66556. * @param result the vector to store the result in
  66557. */
  66558. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66559. /**
  66560. * Updates the given vector "result" coordinates from the given floats.
  66561. * @param x float to set from
  66562. * @param y float to set from
  66563. * @param z float to set from
  66564. * @param w float to set from
  66565. * @param result the vector to the floats in
  66566. */
  66567. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66568. /**
  66569. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66570. * @returns the new vector
  66571. */
  66572. static Zero(): Vector4;
  66573. /**
  66574. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66575. * @returns the new vector
  66576. */
  66577. static One(): Vector4;
  66578. /**
  66579. * Returns a new normalized Vector4 from the given one.
  66580. * @param vector the vector to normalize
  66581. * @returns the vector
  66582. */
  66583. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66584. /**
  66585. * Updates the given vector "result" from the normalization of the given one.
  66586. * @param vector the vector to normalize
  66587. * @param result the vector to store the result in
  66588. */
  66589. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66590. /**
  66591. * Returns a vector with the minimum values from the left and right vectors
  66592. * @param left left vector to minimize
  66593. * @param right right vector to minimize
  66594. * @returns a new vector with the minimum of the left and right vector values
  66595. */
  66596. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66597. /**
  66598. * Returns a vector with the maximum values from the left and right vectors
  66599. * @param left left vector to maximize
  66600. * @param right right vector to maximize
  66601. * @returns a new vector with the maximum of the left and right vector values
  66602. */
  66603. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66604. /**
  66605. * Returns the distance (float) between the vectors "value1" and "value2".
  66606. * @param value1 value to calulate the distance between
  66607. * @param value2 value to calulate the distance between
  66608. * @return the distance between the two vectors
  66609. */
  66610. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66611. /**
  66612. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66613. * @param value1 value to calulate the distance between
  66614. * @param value2 value to calulate the distance between
  66615. * @return the distance between the two vectors squared
  66616. */
  66617. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66618. /**
  66619. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66620. * @param value1 value to calulate the center between
  66621. * @param value2 value to calulate the center between
  66622. * @return the center between the two vectors
  66623. */
  66624. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66625. /**
  66626. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66627. * This methods computes transformed normalized direction vectors only.
  66628. * @param vector the vector to transform
  66629. * @param transformation the transformation matrix to apply
  66630. * @returns the new vector
  66631. */
  66632. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66633. /**
  66634. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66635. * This methods computes transformed normalized direction vectors only.
  66636. * @param vector the vector to transform
  66637. * @param transformation the transformation matrix to apply
  66638. * @param result the vector to store the result in
  66639. */
  66640. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66641. /**
  66642. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66643. * This methods computes transformed normalized direction vectors only.
  66644. * @param x value to transform
  66645. * @param y value to transform
  66646. * @param z value to transform
  66647. * @param w value to transform
  66648. * @param transformation the transformation matrix to apply
  66649. * @param result the vector to store the results in
  66650. */
  66651. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66652. /**
  66653. * Creates a new Vector4 from a Vector3
  66654. * @param source defines the source data
  66655. * @param w defines the 4th component (default is 0)
  66656. * @returns a new Vector4
  66657. */
  66658. static FromVector3(source: Vector3, w?: number): Vector4;
  66659. }
  66660. /**
  66661. * Class used to store quaternion data
  66662. * @see https://en.wikipedia.org/wiki/Quaternion
  66663. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66664. */
  66665. export class Quaternion {
  66666. /** defines the first component (0 by default) */
  66667. x: number;
  66668. /** defines the second component (0 by default) */
  66669. y: number;
  66670. /** defines the third component (0 by default) */
  66671. z: number;
  66672. /** defines the fourth component (1.0 by default) */
  66673. w: number;
  66674. /**
  66675. * Creates a new Quaternion from the given floats
  66676. * @param x defines the first component (0 by default)
  66677. * @param y defines the second component (0 by default)
  66678. * @param z defines the third component (0 by default)
  66679. * @param w defines the fourth component (1.0 by default)
  66680. */
  66681. constructor(
  66682. /** defines the first component (0 by default) */
  66683. x?: number,
  66684. /** defines the second component (0 by default) */
  66685. y?: number,
  66686. /** defines the third component (0 by default) */
  66687. z?: number,
  66688. /** defines the fourth component (1.0 by default) */
  66689. w?: number);
  66690. /**
  66691. * Gets a string representation for the current quaternion
  66692. * @returns a string with the Quaternion coordinates
  66693. */
  66694. toString(): string;
  66695. /**
  66696. * Gets the class name of the quaternion
  66697. * @returns the string "Quaternion"
  66698. */
  66699. getClassName(): string;
  66700. /**
  66701. * Gets a hash code for this quaternion
  66702. * @returns the quaternion hash code
  66703. */
  66704. getHashCode(): number;
  66705. /**
  66706. * Copy the quaternion to an array
  66707. * @returns a new array populated with 4 elements from the quaternion coordinates
  66708. */
  66709. asArray(): number[];
  66710. /**
  66711. * Check if two quaternions are equals
  66712. * @param otherQuaternion defines the second operand
  66713. * @return true if the current quaternion and the given one coordinates are strictly equals
  66714. */
  66715. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66716. /**
  66717. * Clone the current quaternion
  66718. * @returns a new quaternion copied from the current one
  66719. */
  66720. clone(): Quaternion;
  66721. /**
  66722. * Copy a quaternion to the current one
  66723. * @param other defines the other quaternion
  66724. * @returns the updated current quaternion
  66725. */
  66726. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66727. /**
  66728. * Updates the current quaternion with the given float coordinates
  66729. * @param x defines the x coordinate
  66730. * @param y defines the y coordinate
  66731. * @param z defines the z coordinate
  66732. * @param w defines the w coordinate
  66733. * @returns the updated current quaternion
  66734. */
  66735. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66736. /**
  66737. * Updates the current quaternion from the given float coordinates
  66738. * @param x defines the x coordinate
  66739. * @param y defines the y coordinate
  66740. * @param z defines the z coordinate
  66741. * @param w defines the w coordinate
  66742. * @returns the updated current quaternion
  66743. */
  66744. set(x: number, y: number, z: number, w: number): Quaternion;
  66745. /**
  66746. * Adds two quaternions
  66747. * @param other defines the second operand
  66748. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66749. */
  66750. add(other: DeepImmutable<Quaternion>): Quaternion;
  66751. /**
  66752. * Add a quaternion to the current one
  66753. * @param other defines the quaternion to add
  66754. * @returns the current quaternion
  66755. */
  66756. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66757. /**
  66758. * Subtract two quaternions
  66759. * @param other defines the second operand
  66760. * @returns a new quaternion as the subtraction result of the given one from the current one
  66761. */
  66762. subtract(other: Quaternion): Quaternion;
  66763. /**
  66764. * Multiplies the current quaternion by a scale factor
  66765. * @param value defines the scale factor
  66766. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66767. */
  66768. scale(value: number): Quaternion;
  66769. /**
  66770. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66771. * @param scale defines the scale factor
  66772. * @param result defines the Quaternion object where to store the result
  66773. * @returns the unmodified current quaternion
  66774. */
  66775. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66776. /**
  66777. * Multiplies in place the current quaternion by a scale factor
  66778. * @param value defines the scale factor
  66779. * @returns the current modified quaternion
  66780. */
  66781. scaleInPlace(value: number): Quaternion;
  66782. /**
  66783. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66784. * @param scale defines the scale factor
  66785. * @param result defines the Quaternion object where to store the result
  66786. * @returns the unmodified current quaternion
  66787. */
  66788. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66789. /**
  66790. * Multiplies two quaternions
  66791. * @param q1 defines the second operand
  66792. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66793. */
  66794. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66795. /**
  66796. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66797. * @param q1 defines the second operand
  66798. * @param result defines the target quaternion
  66799. * @returns the current quaternion
  66800. */
  66801. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66802. /**
  66803. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66804. * @param q1 defines the second operand
  66805. * @returns the currentupdated quaternion
  66806. */
  66807. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66808. /**
  66809. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66810. * @param ref defines the target quaternion
  66811. * @returns the current quaternion
  66812. */
  66813. conjugateToRef(ref: Quaternion): Quaternion;
  66814. /**
  66815. * Conjugates in place (1-q) the current quaternion
  66816. * @returns the current updated quaternion
  66817. */
  66818. conjugateInPlace(): Quaternion;
  66819. /**
  66820. * Conjugates in place (1-q) the current quaternion
  66821. * @returns a new quaternion
  66822. */
  66823. conjugate(): Quaternion;
  66824. /**
  66825. * Gets length of current quaternion
  66826. * @returns the quaternion length (float)
  66827. */
  66828. length(): number;
  66829. /**
  66830. * Normalize in place the current quaternion
  66831. * @returns the current updated quaternion
  66832. */
  66833. normalize(): Quaternion;
  66834. /**
  66835. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66836. * @param order is a reserved parameter and is ignore for now
  66837. * @returns a new Vector3 containing the Euler angles
  66838. */
  66839. toEulerAngles(order?: string): Vector3;
  66840. /**
  66841. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66842. * @param result defines the vector which will be filled with the Euler angles
  66843. * @param order is a reserved parameter and is ignore for now
  66844. * @returns the current unchanged quaternion
  66845. */
  66846. toEulerAnglesToRef(result: Vector3): Quaternion;
  66847. /**
  66848. * Updates the given rotation matrix with the current quaternion values
  66849. * @param result defines the target matrix
  66850. * @returns the current unchanged quaternion
  66851. */
  66852. toRotationMatrix(result: Matrix): Quaternion;
  66853. /**
  66854. * Updates the current quaternion from the given rotation matrix values
  66855. * @param matrix defines the source matrix
  66856. * @returns the current updated quaternion
  66857. */
  66858. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66859. /**
  66860. * Creates a new quaternion from a rotation matrix
  66861. * @param matrix defines the source matrix
  66862. * @returns a new quaternion created from the given rotation matrix values
  66863. */
  66864. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66865. /**
  66866. * Updates the given quaternion with the given rotation matrix values
  66867. * @param matrix defines the source matrix
  66868. * @param result defines the target quaternion
  66869. */
  66870. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  66871. /**
  66872. * Returns the dot product (float) between the quaternions "left" and "right"
  66873. * @param left defines the left operand
  66874. * @param right defines the right operand
  66875. * @returns the dot product
  66876. */
  66877. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  66878. /**
  66879. * Checks if the two quaternions are close to each other
  66880. * @param quat0 defines the first quaternion to check
  66881. * @param quat1 defines the second quaternion to check
  66882. * @returns true if the two quaternions are close to each other
  66883. */
  66884. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  66885. /**
  66886. * Creates an empty quaternion
  66887. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  66888. */
  66889. static Zero(): Quaternion;
  66890. /**
  66891. * Inverse a given quaternion
  66892. * @param q defines the source quaternion
  66893. * @returns a new quaternion as the inverted current quaternion
  66894. */
  66895. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  66896. /**
  66897. * Inverse a given quaternion
  66898. * @param q defines the source quaternion
  66899. * @param result the quaternion the result will be stored in
  66900. * @returns the result quaternion
  66901. */
  66902. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  66903. /**
  66904. * Creates an identity quaternion
  66905. * @returns the identity quaternion
  66906. */
  66907. static Identity(): Quaternion;
  66908. /**
  66909. * Gets a boolean indicating if the given quaternion is identity
  66910. * @param quaternion defines the quaternion to check
  66911. * @returns true if the quaternion is identity
  66912. */
  66913. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  66914. /**
  66915. * Creates a quaternion from a rotation around an axis
  66916. * @param axis defines the axis to use
  66917. * @param angle defines the angle to use
  66918. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  66919. */
  66920. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  66921. /**
  66922. * Creates a rotation around an axis and stores it into the given quaternion
  66923. * @param axis defines the axis to use
  66924. * @param angle defines the angle to use
  66925. * @param result defines the target quaternion
  66926. * @returns the target quaternion
  66927. */
  66928. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  66929. /**
  66930. * Creates a new quaternion from data stored into an array
  66931. * @param array defines the data source
  66932. * @param offset defines the offset in the source array where the data starts
  66933. * @returns a new quaternion
  66934. */
  66935. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  66936. /**
  66937. * Create a quaternion from Euler rotation angles
  66938. * @param x Pitch
  66939. * @param y Yaw
  66940. * @param z Roll
  66941. * @returns the new Quaternion
  66942. */
  66943. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  66944. /**
  66945. * Updates a quaternion from Euler rotation angles
  66946. * @param x Pitch
  66947. * @param y Yaw
  66948. * @param z Roll
  66949. * @param result the quaternion to store the result
  66950. * @returns the updated quaternion
  66951. */
  66952. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  66953. /**
  66954. * Create a quaternion from Euler rotation vector
  66955. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66956. * @returns the new Quaternion
  66957. */
  66958. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  66959. /**
  66960. * Updates a quaternion from Euler rotation vector
  66961. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66962. * @param result the quaternion to store the result
  66963. * @returns the updated quaternion
  66964. */
  66965. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  66966. /**
  66967. * Creates a new quaternion from the given Euler float angles (y, x, z)
  66968. * @param yaw defines the rotation around Y axis
  66969. * @param pitch defines the rotation around X axis
  66970. * @param roll defines the rotation around Z axis
  66971. * @returns the new quaternion
  66972. */
  66973. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  66974. /**
  66975. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  66976. * @param yaw defines the rotation around Y axis
  66977. * @param pitch defines the rotation around X axis
  66978. * @param roll defines the rotation around Z axis
  66979. * @param result defines the target quaternion
  66980. */
  66981. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  66982. /**
  66983. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  66984. * @param alpha defines the rotation around first axis
  66985. * @param beta defines the rotation around second axis
  66986. * @param gamma defines the rotation around third axis
  66987. * @returns the new quaternion
  66988. */
  66989. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  66990. /**
  66991. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  66992. * @param alpha defines the rotation around first axis
  66993. * @param beta defines the rotation around second axis
  66994. * @param gamma defines the rotation around third axis
  66995. * @param result defines the target quaternion
  66996. */
  66997. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  66998. /**
  66999. * 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)
  67000. * @param axis1 defines the first axis
  67001. * @param axis2 defines the second axis
  67002. * @param axis3 defines the third axis
  67003. * @returns the new quaternion
  67004. */
  67005. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67006. /**
  67007. * 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
  67008. * @param axis1 defines the first axis
  67009. * @param axis2 defines the second axis
  67010. * @param axis3 defines the third axis
  67011. * @param ref defines the target quaternion
  67012. */
  67013. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67014. /**
  67015. * Interpolates between two quaternions
  67016. * @param left defines first quaternion
  67017. * @param right defines second quaternion
  67018. * @param amount defines the gradient to use
  67019. * @returns the new interpolated quaternion
  67020. */
  67021. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67022. /**
  67023. * Interpolates between two quaternions and stores it into a target quaternion
  67024. * @param left defines first quaternion
  67025. * @param right defines second quaternion
  67026. * @param amount defines the gradient to use
  67027. * @param result defines the target quaternion
  67028. */
  67029. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67030. /**
  67031. * Interpolate between two quaternions using Hermite interpolation
  67032. * @param value1 defines first quaternion
  67033. * @param tangent1 defines the incoming tangent
  67034. * @param value2 defines second quaternion
  67035. * @param tangent2 defines the outgoing tangent
  67036. * @param amount defines the target quaternion
  67037. * @returns the new interpolated quaternion
  67038. */
  67039. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67040. }
  67041. /**
  67042. * Class used to store matrix data (4x4)
  67043. */
  67044. export class Matrix {
  67045. private static _updateFlagSeed;
  67046. private static _identityReadOnly;
  67047. private _isIdentity;
  67048. private _isIdentityDirty;
  67049. private _isIdentity3x2;
  67050. private _isIdentity3x2Dirty;
  67051. /**
  67052. * Gets the update flag of the matrix which is an unique number for the matrix.
  67053. * It will be incremented every time the matrix data change.
  67054. * You can use it to speed the comparison between two versions of the same matrix.
  67055. */
  67056. updateFlag: number;
  67057. private readonly _m;
  67058. /**
  67059. * Gets the internal data of the matrix
  67060. */
  67061. readonly m: DeepImmutable<Float32Array>;
  67062. /** @hidden */
  67063. _markAsUpdated(): void;
  67064. /** @hidden */
  67065. private _updateIdentityStatus;
  67066. /**
  67067. * Creates an empty matrix (filled with zeros)
  67068. */
  67069. constructor();
  67070. /**
  67071. * Check if the current matrix is identity
  67072. * @returns true is the matrix is the identity matrix
  67073. */
  67074. isIdentity(): boolean;
  67075. /**
  67076. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67077. * @returns true is the matrix is the identity matrix
  67078. */
  67079. isIdentityAs3x2(): boolean;
  67080. /**
  67081. * Gets the determinant of the matrix
  67082. * @returns the matrix determinant
  67083. */
  67084. determinant(): number;
  67085. /**
  67086. * Returns the matrix as a Float32Array
  67087. * @returns the matrix underlying array
  67088. */
  67089. toArray(): DeepImmutable<Float32Array>;
  67090. /**
  67091. * Returns the matrix as a Float32Array
  67092. * @returns the matrix underlying array.
  67093. */
  67094. asArray(): DeepImmutable<Float32Array>;
  67095. /**
  67096. * Inverts the current matrix in place
  67097. * @returns the current inverted matrix
  67098. */
  67099. invert(): Matrix;
  67100. /**
  67101. * Sets all the matrix elements to zero
  67102. * @returns the current matrix
  67103. */
  67104. reset(): Matrix;
  67105. /**
  67106. * Adds the current matrix with a second one
  67107. * @param other defines the matrix to add
  67108. * @returns a new matrix as the addition of the current matrix and the given one
  67109. */
  67110. add(other: DeepImmutable<Matrix>): Matrix;
  67111. /**
  67112. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67113. * @param other defines the matrix to add
  67114. * @param result defines the target matrix
  67115. * @returns the current matrix
  67116. */
  67117. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67118. /**
  67119. * Adds in place the given matrix to the current matrix
  67120. * @param other defines the second operand
  67121. * @returns the current updated matrix
  67122. */
  67123. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67124. /**
  67125. * Sets the given matrix to the current inverted Matrix
  67126. * @param other defines the target matrix
  67127. * @returns the unmodified current matrix
  67128. */
  67129. invertToRef(other: Matrix): Matrix;
  67130. /**
  67131. * add a value at the specified position in the current Matrix
  67132. * @param index the index of the value within the matrix. between 0 and 15.
  67133. * @param value the value to be added
  67134. * @returns the current updated matrix
  67135. */
  67136. addAtIndex(index: number, value: number): Matrix;
  67137. /**
  67138. * mutiply the specified position in the current Matrix by a value
  67139. * @param index the index of the value within the matrix. between 0 and 15.
  67140. * @param value the value to be added
  67141. * @returns the current updated matrix
  67142. */
  67143. multiplyAtIndex(index: number, value: number): Matrix;
  67144. /**
  67145. * Inserts the translation vector (using 3 floats) in the current matrix
  67146. * @param x defines the 1st component of the translation
  67147. * @param y defines the 2nd component of the translation
  67148. * @param z defines the 3rd component of the translation
  67149. * @returns the current updated matrix
  67150. */
  67151. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67152. /**
  67153. * Adds the translation vector (using 3 floats) in the current matrix
  67154. * @param x defines the 1st component of the translation
  67155. * @param y defines the 2nd component of the translation
  67156. * @param z defines the 3rd component of the translation
  67157. * @returns the current updated matrix
  67158. */
  67159. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67160. /**
  67161. * Inserts the translation vector in the current matrix
  67162. * @param vector3 defines the translation to insert
  67163. * @returns the current updated matrix
  67164. */
  67165. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67166. /**
  67167. * Gets the translation value of the current matrix
  67168. * @returns a new Vector3 as the extracted translation from the matrix
  67169. */
  67170. getTranslation(): Vector3;
  67171. /**
  67172. * Fill a Vector3 with the extracted translation from the matrix
  67173. * @param result defines the Vector3 where to store the translation
  67174. * @returns the current matrix
  67175. */
  67176. getTranslationToRef(result: Vector3): Matrix;
  67177. /**
  67178. * Remove rotation and scaling part from the matrix
  67179. * @returns the updated matrix
  67180. */
  67181. removeRotationAndScaling(): Matrix;
  67182. /**
  67183. * Multiply two matrices
  67184. * @param other defines the second operand
  67185. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67186. */
  67187. multiply(other: DeepImmutable<Matrix>): Matrix;
  67188. /**
  67189. * Copy the current matrix from the given one
  67190. * @param other defines the source matrix
  67191. * @returns the current updated matrix
  67192. */
  67193. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67194. /**
  67195. * Populates the given array from the starting index with the current matrix values
  67196. * @param array defines the target array
  67197. * @param offset defines the offset in the target array where to start storing values
  67198. * @returns the current matrix
  67199. */
  67200. copyToArray(array: Float32Array, offset?: number): Matrix;
  67201. /**
  67202. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67203. * @param other defines the second operand
  67204. * @param result defines the matrix where to store the multiplication
  67205. * @returns the current matrix
  67206. */
  67207. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67208. /**
  67209. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67210. * @param other defines the second operand
  67211. * @param result defines the array where to store the multiplication
  67212. * @param offset defines the offset in the target array where to start storing values
  67213. * @returns the current matrix
  67214. */
  67215. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67216. /**
  67217. * Check equality between this matrix and a second one
  67218. * @param value defines the second matrix to compare
  67219. * @returns true is the current matrix and the given one values are strictly equal
  67220. */
  67221. equals(value: DeepImmutable<Matrix>): boolean;
  67222. /**
  67223. * Clone the current matrix
  67224. * @returns a new matrix from the current matrix
  67225. */
  67226. clone(): Matrix;
  67227. /**
  67228. * Returns the name of the current matrix class
  67229. * @returns the string "Matrix"
  67230. */
  67231. getClassName(): string;
  67232. /**
  67233. * Gets the hash code of the current matrix
  67234. * @returns the hash code
  67235. */
  67236. getHashCode(): number;
  67237. /**
  67238. * Decomposes the current Matrix into a translation, rotation and scaling components
  67239. * @param scale defines the scale vector3 given as a reference to update
  67240. * @param rotation defines the rotation quaternion given as a reference to update
  67241. * @param translation defines the translation vector3 given as a reference to update
  67242. * @returns true if operation was successful
  67243. */
  67244. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67245. /**
  67246. * Gets specific row of the matrix
  67247. * @param index defines the number of the row to get
  67248. * @returns the index-th row of the current matrix as a new Vector4
  67249. */
  67250. getRow(index: number): Nullable<Vector4>;
  67251. /**
  67252. * Sets the index-th row of the current matrix to the vector4 values
  67253. * @param index defines the number of the row to set
  67254. * @param row defines the target vector4
  67255. * @returns the updated current matrix
  67256. */
  67257. setRow(index: number, row: Vector4): Matrix;
  67258. /**
  67259. * Compute the transpose of the matrix
  67260. * @returns the new transposed matrix
  67261. */
  67262. transpose(): Matrix;
  67263. /**
  67264. * Compute the transpose of the matrix and store it in a given matrix
  67265. * @param result defines the target matrix
  67266. * @returns the current matrix
  67267. */
  67268. transposeToRef(result: Matrix): Matrix;
  67269. /**
  67270. * Sets the index-th row of the current matrix with the given 4 x float values
  67271. * @param index defines the row index
  67272. * @param x defines the x component to set
  67273. * @param y defines the y component to set
  67274. * @param z defines the z component to set
  67275. * @param w defines the w component to set
  67276. * @returns the updated current matrix
  67277. */
  67278. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67279. /**
  67280. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67281. * @param scale defines the scale factor
  67282. * @returns a new matrix
  67283. */
  67284. scale(scale: number): Matrix;
  67285. /**
  67286. * Scale the current matrix values by a factor to a given result matrix
  67287. * @param scale defines the scale factor
  67288. * @param result defines the matrix to store the result
  67289. * @returns the current matrix
  67290. */
  67291. scaleToRef(scale: number, result: Matrix): Matrix;
  67292. /**
  67293. * Scale the current matrix values by a factor and add the result to a given matrix
  67294. * @param scale defines the scale factor
  67295. * @param result defines the Matrix to store the result
  67296. * @returns the current matrix
  67297. */
  67298. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67299. /**
  67300. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67301. * @param ref matrix to store the result
  67302. */
  67303. toNormalMatrix(ref: Matrix): void;
  67304. /**
  67305. * Gets only rotation part of the current matrix
  67306. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67307. */
  67308. getRotationMatrix(): Matrix;
  67309. /**
  67310. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67311. * @param result defines the target matrix to store data to
  67312. * @returns the current matrix
  67313. */
  67314. getRotationMatrixToRef(result: Matrix): Matrix;
  67315. /**
  67316. * Toggles model matrix from being right handed to left handed in place and vice versa
  67317. */
  67318. toggleModelMatrixHandInPlace(): void;
  67319. /**
  67320. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67321. */
  67322. toggleProjectionMatrixHandInPlace(): void;
  67323. /**
  67324. * Creates a matrix from an array
  67325. * @param array defines the source array
  67326. * @param offset defines an offset in the source array
  67327. * @returns a new Matrix set from the starting index of the given array
  67328. */
  67329. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67330. /**
  67331. * Copy the content of an array into a given matrix
  67332. * @param array defines the source array
  67333. * @param offset defines an offset in the source array
  67334. * @param result defines the target matrix
  67335. */
  67336. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67337. /**
  67338. * Stores an array into a matrix after having multiplied each component by a given factor
  67339. * @param array defines the source array
  67340. * @param offset defines the offset in the source array
  67341. * @param scale defines the scaling factor
  67342. * @param result defines the target matrix
  67343. */
  67344. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67345. /**
  67346. * Gets an identity matrix that must not be updated
  67347. */
  67348. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67349. /**
  67350. * Stores a list of values (16) inside a given matrix
  67351. * @param initialM11 defines 1st value of 1st row
  67352. * @param initialM12 defines 2nd value of 1st row
  67353. * @param initialM13 defines 3rd value of 1st row
  67354. * @param initialM14 defines 4th value of 1st row
  67355. * @param initialM21 defines 1st value of 2nd row
  67356. * @param initialM22 defines 2nd value of 2nd row
  67357. * @param initialM23 defines 3rd value of 2nd row
  67358. * @param initialM24 defines 4th value of 2nd row
  67359. * @param initialM31 defines 1st value of 3rd row
  67360. * @param initialM32 defines 2nd value of 3rd row
  67361. * @param initialM33 defines 3rd value of 3rd row
  67362. * @param initialM34 defines 4th value of 3rd row
  67363. * @param initialM41 defines 1st value of 4th row
  67364. * @param initialM42 defines 2nd value of 4th row
  67365. * @param initialM43 defines 3rd value of 4th row
  67366. * @param initialM44 defines 4th value of 4th row
  67367. * @param result defines the target matrix
  67368. */
  67369. 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;
  67370. /**
  67371. * Creates new matrix from a list of values (16)
  67372. * @param initialM11 defines 1st value of 1st row
  67373. * @param initialM12 defines 2nd value of 1st row
  67374. * @param initialM13 defines 3rd value of 1st row
  67375. * @param initialM14 defines 4th value of 1st row
  67376. * @param initialM21 defines 1st value of 2nd row
  67377. * @param initialM22 defines 2nd value of 2nd row
  67378. * @param initialM23 defines 3rd value of 2nd row
  67379. * @param initialM24 defines 4th value of 2nd row
  67380. * @param initialM31 defines 1st value of 3rd row
  67381. * @param initialM32 defines 2nd value of 3rd row
  67382. * @param initialM33 defines 3rd value of 3rd row
  67383. * @param initialM34 defines 4th value of 3rd row
  67384. * @param initialM41 defines 1st value of 4th row
  67385. * @param initialM42 defines 2nd value of 4th row
  67386. * @param initialM43 defines 3rd value of 4th row
  67387. * @param initialM44 defines 4th value of 4th row
  67388. * @returns the new matrix
  67389. */
  67390. 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;
  67391. /**
  67392. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67393. * @param scale defines the scale vector3
  67394. * @param rotation defines the rotation quaternion
  67395. * @param translation defines the translation vector3
  67396. * @returns a new matrix
  67397. */
  67398. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67399. /**
  67400. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67401. * @param scale defines the scale vector3
  67402. * @param rotation defines the rotation quaternion
  67403. * @param translation defines the translation vector3
  67404. * @param result defines the target matrix
  67405. */
  67406. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67407. /**
  67408. * Creates a new identity matrix
  67409. * @returns a new identity matrix
  67410. */
  67411. static Identity(): Matrix;
  67412. /**
  67413. * Creates a new identity matrix and stores the result in a given matrix
  67414. * @param result defines the target matrix
  67415. */
  67416. static IdentityToRef(result: Matrix): void;
  67417. /**
  67418. * Creates a new zero matrix
  67419. * @returns a new zero matrix
  67420. */
  67421. static Zero(): Matrix;
  67422. /**
  67423. * Creates a new rotation matrix for "angle" radians around the X axis
  67424. * @param angle defines the angle (in radians) to use
  67425. * @return the new matrix
  67426. */
  67427. static RotationX(angle: number): Matrix;
  67428. /**
  67429. * Creates a new matrix as the invert of a given matrix
  67430. * @param source defines the source matrix
  67431. * @returns the new matrix
  67432. */
  67433. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67434. /**
  67435. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67436. * @param angle defines the angle (in radians) to use
  67437. * @param result defines the target matrix
  67438. */
  67439. static RotationXToRef(angle: number, result: Matrix): void;
  67440. /**
  67441. * Creates a new rotation matrix for "angle" radians around the Y axis
  67442. * @param angle defines the angle (in radians) to use
  67443. * @return the new matrix
  67444. */
  67445. static RotationY(angle: number): Matrix;
  67446. /**
  67447. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67448. * @param angle defines the angle (in radians) to use
  67449. * @param result defines the target matrix
  67450. */
  67451. static RotationYToRef(angle: number, result: Matrix): void;
  67452. /**
  67453. * Creates a new rotation matrix for "angle" radians around the Z axis
  67454. * @param angle defines the angle (in radians) to use
  67455. * @return the new matrix
  67456. */
  67457. static RotationZ(angle: number): Matrix;
  67458. /**
  67459. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67460. * @param angle defines the angle (in radians) to use
  67461. * @param result defines the target matrix
  67462. */
  67463. static RotationZToRef(angle: number, result: Matrix): void;
  67464. /**
  67465. * Creates a new rotation matrix for "angle" radians around the given axis
  67466. * @param axis defines the axis to use
  67467. * @param angle defines the angle (in radians) to use
  67468. * @return the new matrix
  67469. */
  67470. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67471. /**
  67472. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67473. * @param axis defines the axis to use
  67474. * @param angle defines the angle (in radians) to use
  67475. * @param result defines the target matrix
  67476. */
  67477. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67478. /**
  67479. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67480. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67481. * @param from defines the vector to align
  67482. * @param to defines the vector to align to
  67483. * @param result defines the target matrix
  67484. */
  67485. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67486. /**
  67487. * Creates a rotation matrix
  67488. * @param yaw defines the yaw angle in radians (Y axis)
  67489. * @param pitch defines the pitch angle in radians (X axis)
  67490. * @param roll defines the roll angle in radians (X axis)
  67491. * @returns the new rotation matrix
  67492. */
  67493. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67494. /**
  67495. * Creates a rotation matrix and stores it in a given matrix
  67496. * @param yaw defines the yaw angle in radians (Y axis)
  67497. * @param pitch defines the pitch angle in radians (X axis)
  67498. * @param roll defines the roll angle in radians (X axis)
  67499. * @param result defines the target matrix
  67500. */
  67501. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67502. /**
  67503. * Creates a scaling matrix
  67504. * @param x defines the scale factor on X axis
  67505. * @param y defines the scale factor on Y axis
  67506. * @param z defines the scale factor on Z axis
  67507. * @returns the new matrix
  67508. */
  67509. static Scaling(x: number, y: number, z: number): Matrix;
  67510. /**
  67511. * Creates a scaling matrix and stores it in a given matrix
  67512. * @param x defines the scale factor on X axis
  67513. * @param y defines the scale factor on Y axis
  67514. * @param z defines the scale factor on Z axis
  67515. * @param result defines the target matrix
  67516. */
  67517. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67518. /**
  67519. * Creates a translation matrix
  67520. * @param x defines the translation on X axis
  67521. * @param y defines the translation on Y axis
  67522. * @param z defines the translationon Z axis
  67523. * @returns the new matrix
  67524. */
  67525. static Translation(x: number, y: number, z: number): Matrix;
  67526. /**
  67527. * Creates a translation matrix and stores it in a given matrix
  67528. * @param x defines the translation on X axis
  67529. * @param y defines the translation on Y axis
  67530. * @param z defines the translationon Z axis
  67531. * @param result defines the target matrix
  67532. */
  67533. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67534. /**
  67535. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67536. * @param startValue defines the start value
  67537. * @param endValue defines the end value
  67538. * @param gradient defines the gradient factor
  67539. * @returns the new matrix
  67540. */
  67541. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67542. /**
  67543. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67544. * @param startValue defines the start value
  67545. * @param endValue defines the end value
  67546. * @param gradient defines the gradient factor
  67547. * @param result defines the Matrix object where to store data
  67548. */
  67549. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67550. /**
  67551. * Builds a new matrix whose values are computed by:
  67552. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67553. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67554. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67555. * @param startValue defines the first matrix
  67556. * @param endValue defines the second matrix
  67557. * @param gradient defines the gradient between the two matrices
  67558. * @returns the new matrix
  67559. */
  67560. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67561. /**
  67562. * Update a matrix to values which are computed by:
  67563. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67564. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67565. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67566. * @param startValue defines the first matrix
  67567. * @param endValue defines the second matrix
  67568. * @param gradient defines the gradient between the two matrices
  67569. * @param result defines the target matrix
  67570. */
  67571. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67572. /**
  67573. * 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"
  67574. * This function works in left handed mode
  67575. * @param eye defines the final position of the entity
  67576. * @param target defines where the entity should look at
  67577. * @param up defines the up vector for the entity
  67578. * @returns the new matrix
  67579. */
  67580. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67581. /**
  67582. * 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".
  67583. * This function works in left handed mode
  67584. * @param eye defines the final position of the entity
  67585. * @param target defines where the entity should look at
  67586. * @param up defines the up vector for the entity
  67587. * @param result defines the target matrix
  67588. */
  67589. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67590. /**
  67591. * 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"
  67592. * This function works in right handed mode
  67593. * @param eye defines the final position of the entity
  67594. * @param target defines where the entity should look at
  67595. * @param up defines the up vector for the entity
  67596. * @returns the new matrix
  67597. */
  67598. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67599. /**
  67600. * 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".
  67601. * This function works in right handed mode
  67602. * @param eye defines the final position of the entity
  67603. * @param target defines where the entity should look at
  67604. * @param up defines the up vector for the entity
  67605. * @param result defines the target matrix
  67606. */
  67607. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67608. /**
  67609. * Create a left-handed orthographic projection matrix
  67610. * @param width defines the viewport width
  67611. * @param height defines the viewport height
  67612. * @param znear defines the near clip plane
  67613. * @param zfar defines the far clip plane
  67614. * @returns a new matrix as a left-handed orthographic projection matrix
  67615. */
  67616. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67617. /**
  67618. * Store a left-handed orthographic projection to a given matrix
  67619. * @param width defines the viewport width
  67620. * @param height defines the viewport height
  67621. * @param znear defines the near clip plane
  67622. * @param zfar defines the far clip plane
  67623. * @param result defines the target matrix
  67624. */
  67625. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67626. /**
  67627. * Create a left-handed orthographic projection matrix
  67628. * @param left defines the viewport left coordinate
  67629. * @param right defines the viewport right coordinate
  67630. * @param bottom defines the viewport bottom coordinate
  67631. * @param top defines the viewport top coordinate
  67632. * @param znear defines the near clip plane
  67633. * @param zfar defines the far clip plane
  67634. * @returns a new matrix as a left-handed orthographic projection matrix
  67635. */
  67636. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67637. /**
  67638. * Stores a left-handed orthographic projection into a given matrix
  67639. * @param left defines the viewport left coordinate
  67640. * @param right defines the viewport right coordinate
  67641. * @param bottom defines the viewport bottom coordinate
  67642. * @param top defines the viewport top coordinate
  67643. * @param znear defines the near clip plane
  67644. * @param zfar defines the far clip plane
  67645. * @param result defines the target matrix
  67646. */
  67647. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67648. /**
  67649. * Creates a right-handed orthographic projection matrix
  67650. * @param left defines the viewport left coordinate
  67651. * @param right defines the viewport right coordinate
  67652. * @param bottom defines the viewport bottom coordinate
  67653. * @param top defines the viewport top coordinate
  67654. * @param znear defines the near clip plane
  67655. * @param zfar defines the far clip plane
  67656. * @returns a new matrix as a right-handed orthographic projection matrix
  67657. */
  67658. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67659. /**
  67660. * Stores a right-handed orthographic projection into a given matrix
  67661. * @param left defines the viewport left coordinate
  67662. * @param right defines the viewport right coordinate
  67663. * @param bottom defines the viewport bottom coordinate
  67664. * @param top defines the viewport top coordinate
  67665. * @param znear defines the near clip plane
  67666. * @param zfar defines the far clip plane
  67667. * @param result defines the target matrix
  67668. */
  67669. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67670. /**
  67671. * Creates a left-handed perspective projection matrix
  67672. * @param width defines the viewport width
  67673. * @param height defines the viewport height
  67674. * @param znear defines the near clip plane
  67675. * @param zfar defines the far clip plane
  67676. * @returns a new matrix as a left-handed perspective projection matrix
  67677. */
  67678. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67679. /**
  67680. * Creates a left-handed perspective projection matrix
  67681. * @param fov defines the horizontal field of view
  67682. * @param aspect defines the aspect ratio
  67683. * @param znear defines the near clip plane
  67684. * @param zfar defines the far clip plane
  67685. * @returns a new matrix as a left-handed perspective projection matrix
  67686. */
  67687. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67688. /**
  67689. * Stores a left-handed perspective projection into a given matrix
  67690. * @param fov defines the horizontal field of view
  67691. * @param aspect defines the aspect ratio
  67692. * @param znear defines the near clip plane
  67693. * @param zfar defines the far clip plane
  67694. * @param result defines the target matrix
  67695. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67696. */
  67697. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67698. /**
  67699. * Creates a right-handed perspective projection matrix
  67700. * @param fov defines the horizontal field of view
  67701. * @param aspect defines the aspect ratio
  67702. * @param znear defines the near clip plane
  67703. * @param zfar defines the far clip plane
  67704. * @returns a new matrix as a right-handed perspective projection matrix
  67705. */
  67706. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67707. /**
  67708. * Stores a right-handed perspective projection into a given matrix
  67709. * @param fov defines the horizontal field of view
  67710. * @param aspect defines the aspect ratio
  67711. * @param znear defines the near clip plane
  67712. * @param zfar defines the far clip plane
  67713. * @param result defines the target matrix
  67714. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67715. */
  67716. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67717. /**
  67718. * Stores a perspective projection for WebVR info a given matrix
  67719. * @param fov defines the field of view
  67720. * @param znear defines the near clip plane
  67721. * @param zfar defines the far clip plane
  67722. * @param result defines the target matrix
  67723. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67724. */
  67725. static PerspectiveFovWebVRToRef(fov: {
  67726. upDegrees: number;
  67727. downDegrees: number;
  67728. leftDegrees: number;
  67729. rightDegrees: number;
  67730. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67731. /**
  67732. * Computes a complete transformation matrix
  67733. * @param viewport defines the viewport to use
  67734. * @param world defines the world matrix
  67735. * @param view defines the view matrix
  67736. * @param projection defines the projection matrix
  67737. * @param zmin defines the near clip plane
  67738. * @param zmax defines the far clip plane
  67739. * @returns the transformation matrix
  67740. */
  67741. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67742. /**
  67743. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67744. * @param matrix defines the matrix to use
  67745. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67746. */
  67747. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67748. /**
  67749. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67750. * @param matrix defines the matrix to use
  67751. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67752. */
  67753. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67754. /**
  67755. * Compute the transpose of a given matrix
  67756. * @param matrix defines the matrix to transpose
  67757. * @returns the new matrix
  67758. */
  67759. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67760. /**
  67761. * Compute the transpose of a matrix and store it in a target matrix
  67762. * @param matrix defines the matrix to transpose
  67763. * @param result defines the target matrix
  67764. */
  67765. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67766. /**
  67767. * Computes a reflection matrix from a plane
  67768. * @param plane defines the reflection plane
  67769. * @returns a new matrix
  67770. */
  67771. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67772. /**
  67773. * Computes a reflection matrix from a plane
  67774. * @param plane defines the reflection plane
  67775. * @param result defines the target matrix
  67776. */
  67777. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67778. /**
  67779. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67780. * @param xaxis defines the value of the 1st axis
  67781. * @param yaxis defines the value of the 2nd axis
  67782. * @param zaxis defines the value of the 3rd axis
  67783. * @param result defines the target matrix
  67784. */
  67785. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67786. /**
  67787. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67788. * @param quat defines the quaternion to use
  67789. * @param result defines the target matrix
  67790. */
  67791. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67792. }
  67793. /**
  67794. * @hidden
  67795. */
  67796. export class TmpVectors {
  67797. static Vector2: Vector2[];
  67798. static Vector3: Vector3[];
  67799. static Vector4: Vector4[];
  67800. static Quaternion: Quaternion[];
  67801. static Matrix: Matrix[];
  67802. }
  67803. }
  67804. declare module BABYLON {
  67805. /** Defines the cross module used constants to avoid circular dependncies */
  67806. export class Constants {
  67807. /** Defines that alpha blending is disabled */
  67808. static readonly ALPHA_DISABLE: number;
  67809. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67810. static readonly ALPHA_ADD: number;
  67811. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67812. static readonly ALPHA_COMBINE: number;
  67813. /** Defines that alpha blending to DEST - SRC * DEST */
  67814. static readonly ALPHA_SUBTRACT: number;
  67815. /** Defines that alpha blending to SRC * DEST */
  67816. static readonly ALPHA_MULTIPLY: number;
  67817. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67818. static readonly ALPHA_MAXIMIZED: number;
  67819. /** Defines that alpha blending to SRC + DEST */
  67820. static readonly ALPHA_ONEONE: number;
  67821. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67822. static readonly ALPHA_PREMULTIPLIED: number;
  67823. /**
  67824. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67825. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67826. */
  67827. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67828. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67829. static readonly ALPHA_INTERPOLATE: number;
  67830. /**
  67831. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67832. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67833. */
  67834. static readonly ALPHA_SCREENMODE: number;
  67835. /** Defines that the ressource is not delayed*/
  67836. static readonly DELAYLOADSTATE_NONE: number;
  67837. /** Defines that the ressource was successfully delay loaded */
  67838. static readonly DELAYLOADSTATE_LOADED: number;
  67839. /** Defines that the ressource is currently delay loading */
  67840. static readonly DELAYLOADSTATE_LOADING: number;
  67841. /** Defines that the ressource is delayed and has not started loading */
  67842. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67843. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67844. static readonly NEVER: number;
  67845. /** 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 */
  67846. static readonly ALWAYS: number;
  67847. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67848. static readonly LESS: number;
  67849. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67850. static readonly EQUAL: number;
  67851. /** 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 */
  67852. static readonly LEQUAL: number;
  67853. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67854. static readonly GREATER: number;
  67855. /** 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 */
  67856. static readonly GEQUAL: number;
  67857. /** 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 */
  67858. static readonly NOTEQUAL: number;
  67859. /** Passed to stencilOperation to specify that stencil value must be kept */
  67860. static readonly KEEP: number;
  67861. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67862. static readonly REPLACE: number;
  67863. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67864. static readonly INCR: number;
  67865. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67866. static readonly DECR: number;
  67867. /** Passed to stencilOperation to specify that stencil value must be inverted */
  67868. static readonly INVERT: number;
  67869. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  67870. static readonly INCR_WRAP: number;
  67871. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  67872. static readonly DECR_WRAP: number;
  67873. /** Texture is not repeating outside of 0..1 UVs */
  67874. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  67875. /** Texture is repeating outside of 0..1 UVs */
  67876. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  67877. /** Texture is repeating and mirrored */
  67878. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  67879. /** ALPHA */
  67880. static readonly TEXTUREFORMAT_ALPHA: number;
  67881. /** LUMINANCE */
  67882. static readonly TEXTUREFORMAT_LUMINANCE: number;
  67883. /** LUMINANCE_ALPHA */
  67884. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  67885. /** RGB */
  67886. static readonly TEXTUREFORMAT_RGB: number;
  67887. /** RGBA */
  67888. static readonly TEXTUREFORMAT_RGBA: number;
  67889. /** RED */
  67890. static readonly TEXTUREFORMAT_RED: number;
  67891. /** RED (2nd reference) */
  67892. static readonly TEXTUREFORMAT_R: number;
  67893. /** RG */
  67894. static readonly TEXTUREFORMAT_RG: number;
  67895. /** RED_INTEGER */
  67896. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  67897. /** RED_INTEGER (2nd reference) */
  67898. static readonly TEXTUREFORMAT_R_INTEGER: number;
  67899. /** RG_INTEGER */
  67900. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  67901. /** RGB_INTEGER */
  67902. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  67903. /** RGBA_INTEGER */
  67904. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  67905. /** UNSIGNED_BYTE */
  67906. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  67907. /** UNSIGNED_BYTE (2nd reference) */
  67908. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  67909. /** FLOAT */
  67910. static readonly TEXTURETYPE_FLOAT: number;
  67911. /** HALF_FLOAT */
  67912. static readonly TEXTURETYPE_HALF_FLOAT: number;
  67913. /** BYTE */
  67914. static readonly TEXTURETYPE_BYTE: number;
  67915. /** SHORT */
  67916. static readonly TEXTURETYPE_SHORT: number;
  67917. /** UNSIGNED_SHORT */
  67918. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  67919. /** INT */
  67920. static readonly TEXTURETYPE_INT: number;
  67921. /** UNSIGNED_INT */
  67922. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  67923. /** UNSIGNED_SHORT_4_4_4_4 */
  67924. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  67925. /** UNSIGNED_SHORT_5_5_5_1 */
  67926. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  67927. /** UNSIGNED_SHORT_5_6_5 */
  67928. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  67929. /** UNSIGNED_INT_2_10_10_10_REV */
  67930. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  67931. /** UNSIGNED_INT_24_8 */
  67932. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  67933. /** UNSIGNED_INT_10F_11F_11F_REV */
  67934. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  67935. /** UNSIGNED_INT_5_9_9_9_REV */
  67936. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  67937. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  67938. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  67939. /** nearest is mag = nearest and min = nearest and mip = linear */
  67940. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  67941. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67942. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  67943. /** Trilinear is mag = linear and min = linear and mip = linear */
  67944. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  67945. /** nearest is mag = nearest and min = nearest and mip = linear */
  67946. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  67947. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67948. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  67949. /** Trilinear is mag = linear and min = linear and mip = linear */
  67950. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  67951. /** mag = nearest and min = nearest and mip = nearest */
  67952. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  67953. /** mag = nearest and min = linear and mip = nearest */
  67954. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  67955. /** mag = nearest and min = linear and mip = linear */
  67956. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  67957. /** mag = nearest and min = linear and mip = none */
  67958. static readonly TEXTURE_NEAREST_LINEAR: number;
  67959. /** mag = nearest and min = nearest and mip = none */
  67960. static readonly TEXTURE_NEAREST_NEAREST: number;
  67961. /** mag = linear and min = nearest and mip = nearest */
  67962. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  67963. /** mag = linear and min = nearest and mip = linear */
  67964. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  67965. /** mag = linear and min = linear and mip = none */
  67966. static readonly TEXTURE_LINEAR_LINEAR: number;
  67967. /** mag = linear and min = nearest and mip = none */
  67968. static readonly TEXTURE_LINEAR_NEAREST: number;
  67969. /** Explicit coordinates mode */
  67970. static readonly TEXTURE_EXPLICIT_MODE: number;
  67971. /** Spherical coordinates mode */
  67972. static readonly TEXTURE_SPHERICAL_MODE: number;
  67973. /** Planar coordinates mode */
  67974. static readonly TEXTURE_PLANAR_MODE: number;
  67975. /** Cubic coordinates mode */
  67976. static readonly TEXTURE_CUBIC_MODE: number;
  67977. /** Projection coordinates mode */
  67978. static readonly TEXTURE_PROJECTION_MODE: number;
  67979. /** Skybox coordinates mode */
  67980. static readonly TEXTURE_SKYBOX_MODE: number;
  67981. /** Inverse Cubic coordinates mode */
  67982. static readonly TEXTURE_INVCUBIC_MODE: number;
  67983. /** Equirectangular coordinates mode */
  67984. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  67985. /** Equirectangular Fixed coordinates mode */
  67986. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  67987. /** Equirectangular Fixed Mirrored coordinates mode */
  67988. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  67989. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  67990. static readonly SCALEMODE_FLOOR: number;
  67991. /** Defines that texture rescaling will look for the nearest power of 2 size */
  67992. static readonly SCALEMODE_NEAREST: number;
  67993. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  67994. static readonly SCALEMODE_CEILING: number;
  67995. /**
  67996. * The dirty texture flag value
  67997. */
  67998. static readonly MATERIAL_TextureDirtyFlag: number;
  67999. /**
  68000. * The dirty light flag value
  68001. */
  68002. static readonly MATERIAL_LightDirtyFlag: number;
  68003. /**
  68004. * The dirty fresnel flag value
  68005. */
  68006. static readonly MATERIAL_FresnelDirtyFlag: number;
  68007. /**
  68008. * The dirty attribute flag value
  68009. */
  68010. static readonly MATERIAL_AttributesDirtyFlag: number;
  68011. /**
  68012. * The dirty misc flag value
  68013. */
  68014. static readonly MATERIAL_MiscDirtyFlag: number;
  68015. /**
  68016. * The all dirty flag value
  68017. */
  68018. static readonly MATERIAL_AllDirtyFlag: number;
  68019. /**
  68020. * Returns the triangle fill mode
  68021. */
  68022. static readonly MATERIAL_TriangleFillMode: number;
  68023. /**
  68024. * Returns the wireframe mode
  68025. */
  68026. static readonly MATERIAL_WireFrameFillMode: number;
  68027. /**
  68028. * Returns the point fill mode
  68029. */
  68030. static readonly MATERIAL_PointFillMode: number;
  68031. /**
  68032. * Returns the point list draw mode
  68033. */
  68034. static readonly MATERIAL_PointListDrawMode: number;
  68035. /**
  68036. * Returns the line list draw mode
  68037. */
  68038. static readonly MATERIAL_LineListDrawMode: number;
  68039. /**
  68040. * Returns the line loop draw mode
  68041. */
  68042. static readonly MATERIAL_LineLoopDrawMode: number;
  68043. /**
  68044. * Returns the line strip draw mode
  68045. */
  68046. static readonly MATERIAL_LineStripDrawMode: number;
  68047. /**
  68048. * Returns the triangle strip draw mode
  68049. */
  68050. static readonly MATERIAL_TriangleStripDrawMode: number;
  68051. /**
  68052. * Returns the triangle fan draw mode
  68053. */
  68054. static readonly MATERIAL_TriangleFanDrawMode: number;
  68055. /**
  68056. * Stores the clock-wise side orientation
  68057. */
  68058. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68059. /**
  68060. * Stores the counter clock-wise side orientation
  68061. */
  68062. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68063. /**
  68064. * Nothing
  68065. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68066. */
  68067. static readonly ACTION_NothingTrigger: number;
  68068. /**
  68069. * On pick
  68070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68071. */
  68072. static readonly ACTION_OnPickTrigger: number;
  68073. /**
  68074. * On left pick
  68075. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68076. */
  68077. static readonly ACTION_OnLeftPickTrigger: number;
  68078. /**
  68079. * On right pick
  68080. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68081. */
  68082. static readonly ACTION_OnRightPickTrigger: number;
  68083. /**
  68084. * On center pick
  68085. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68086. */
  68087. static readonly ACTION_OnCenterPickTrigger: number;
  68088. /**
  68089. * On pick down
  68090. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68091. */
  68092. static readonly ACTION_OnPickDownTrigger: number;
  68093. /**
  68094. * On double pick
  68095. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68096. */
  68097. static readonly ACTION_OnDoublePickTrigger: number;
  68098. /**
  68099. * On pick up
  68100. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68101. */
  68102. static readonly ACTION_OnPickUpTrigger: number;
  68103. /**
  68104. * On pick out.
  68105. * This trigger will only be raised if you also declared a OnPickDown
  68106. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68107. */
  68108. static readonly ACTION_OnPickOutTrigger: number;
  68109. /**
  68110. * On long press
  68111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68112. */
  68113. static readonly ACTION_OnLongPressTrigger: number;
  68114. /**
  68115. * On pointer over
  68116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68117. */
  68118. static readonly ACTION_OnPointerOverTrigger: number;
  68119. /**
  68120. * On pointer out
  68121. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68122. */
  68123. static readonly ACTION_OnPointerOutTrigger: number;
  68124. /**
  68125. * On every frame
  68126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68127. */
  68128. static readonly ACTION_OnEveryFrameTrigger: number;
  68129. /**
  68130. * On intersection enter
  68131. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68132. */
  68133. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68134. /**
  68135. * On intersection exit
  68136. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68137. */
  68138. static readonly ACTION_OnIntersectionExitTrigger: number;
  68139. /**
  68140. * On key down
  68141. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68142. */
  68143. static readonly ACTION_OnKeyDownTrigger: number;
  68144. /**
  68145. * On key up
  68146. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68147. */
  68148. static readonly ACTION_OnKeyUpTrigger: number;
  68149. /**
  68150. * Billboard mode will only apply to Y axis
  68151. */
  68152. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68153. /**
  68154. * Billboard mode will apply to all axes
  68155. */
  68156. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68157. /**
  68158. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68159. */
  68160. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68161. /**
  68162. * Gets or sets base Assets URL
  68163. */
  68164. static PARTICLES_BaseAssetsUrl: string;
  68165. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68166. * Test order :
  68167. * Is the bounding sphere outside the frustum ?
  68168. * If not, are the bounding box vertices outside the frustum ?
  68169. * It not, then the cullable object is in the frustum.
  68170. */
  68171. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68172. /** Culling strategy : Bounding Sphere Only.
  68173. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68174. * It's also less accurate than the standard because some not visible objects can still be selected.
  68175. * Test : is the bounding sphere outside the frustum ?
  68176. * If not, then the cullable object is in the frustum.
  68177. */
  68178. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68179. /** Culling strategy : Optimistic Inclusion.
  68180. * This in an inclusion test first, then the standard exclusion test.
  68181. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68182. * 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.
  68183. * Anyway, it's as accurate as the standard strategy.
  68184. * Test :
  68185. * Is the cullable object bounding sphere center in the frustum ?
  68186. * If not, apply the default culling strategy.
  68187. */
  68188. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68189. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68190. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68191. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68192. * 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.
  68193. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68194. * Test :
  68195. * Is the cullable object bounding sphere center in the frustum ?
  68196. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68197. */
  68198. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68199. /**
  68200. * No logging while loading
  68201. */
  68202. static readonly SCENELOADER_NO_LOGGING: number;
  68203. /**
  68204. * Minimal logging while loading
  68205. */
  68206. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68207. /**
  68208. * Summary logging while loading
  68209. */
  68210. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68211. /**
  68212. * Detailled logging while loading
  68213. */
  68214. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68215. }
  68216. }
  68217. declare module BABYLON {
  68218. /**
  68219. * Class used to store and describe the pipeline context associated with an effect
  68220. */
  68221. export interface IPipelineContext {
  68222. /**
  68223. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68224. */
  68225. isAsync: boolean;
  68226. /**
  68227. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68228. */
  68229. isReady: boolean;
  68230. /** @hidden */
  68231. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68232. }
  68233. }
  68234. declare module BABYLON {
  68235. /** @hidden */
  68236. export interface IShaderProcessor {
  68237. attributeProcessor?: (attribute: string) => string;
  68238. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68239. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68240. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68241. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68242. lineProcessor?: (line: string, isFragment: boolean) => string;
  68243. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68244. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68245. }
  68246. }
  68247. declare module BABYLON {
  68248. /** @hidden */
  68249. export interface ProcessingOptions {
  68250. defines: string[];
  68251. indexParameters: any;
  68252. isFragment: boolean;
  68253. shouldUseHighPrecisionShader: boolean;
  68254. supportsUniformBuffers: boolean;
  68255. shadersRepository: string;
  68256. includesShadersStore: {
  68257. [key: string]: string;
  68258. };
  68259. processor?: IShaderProcessor;
  68260. version: string;
  68261. platformName: string;
  68262. lookForClosingBracketForUniformBuffer?: boolean;
  68263. }
  68264. }
  68265. declare module BABYLON {
  68266. /**
  68267. * Helper to manipulate strings
  68268. */
  68269. export class StringTools {
  68270. /**
  68271. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68272. * @param str Source string
  68273. * @param suffix Suffix to search for in the source string
  68274. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68275. */
  68276. static EndsWith(str: string, suffix: string): boolean;
  68277. /**
  68278. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68279. * @param str Source string
  68280. * @param suffix Suffix to search for in the source string
  68281. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68282. */
  68283. static StartsWith(str: string, suffix: string): boolean;
  68284. }
  68285. }
  68286. declare module BABYLON {
  68287. /** @hidden */
  68288. export class ShaderCodeNode {
  68289. line: string;
  68290. children: ShaderCodeNode[];
  68291. additionalDefineKey?: string;
  68292. additionalDefineValue?: string;
  68293. isValid(preprocessors: {
  68294. [key: string]: string;
  68295. }): boolean;
  68296. process(preprocessors: {
  68297. [key: string]: string;
  68298. }, options: ProcessingOptions): string;
  68299. }
  68300. }
  68301. declare module BABYLON {
  68302. /** @hidden */
  68303. export class ShaderCodeCursor {
  68304. private _lines;
  68305. lineIndex: number;
  68306. readonly currentLine: string;
  68307. readonly canRead: boolean;
  68308. lines: string[];
  68309. }
  68310. }
  68311. declare module BABYLON {
  68312. /** @hidden */
  68313. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68314. process(preprocessors: {
  68315. [key: string]: string;
  68316. }, options: ProcessingOptions): string;
  68317. }
  68318. }
  68319. declare module BABYLON {
  68320. /** @hidden */
  68321. export class ShaderDefineExpression {
  68322. isTrue(preprocessors: {
  68323. [key: string]: string;
  68324. }): boolean;
  68325. }
  68326. }
  68327. declare module BABYLON {
  68328. /** @hidden */
  68329. export class ShaderCodeTestNode extends ShaderCodeNode {
  68330. testExpression: ShaderDefineExpression;
  68331. isValid(preprocessors: {
  68332. [key: string]: string;
  68333. }): boolean;
  68334. }
  68335. }
  68336. declare module BABYLON {
  68337. /** @hidden */
  68338. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68339. define: string;
  68340. not: boolean;
  68341. constructor(define: string, not?: boolean);
  68342. isTrue(preprocessors: {
  68343. [key: string]: string;
  68344. }): boolean;
  68345. }
  68346. }
  68347. declare module BABYLON {
  68348. /** @hidden */
  68349. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68350. leftOperand: ShaderDefineExpression;
  68351. rightOperand: ShaderDefineExpression;
  68352. isTrue(preprocessors: {
  68353. [key: string]: string;
  68354. }): boolean;
  68355. }
  68356. }
  68357. declare module BABYLON {
  68358. /** @hidden */
  68359. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68360. leftOperand: ShaderDefineExpression;
  68361. rightOperand: ShaderDefineExpression;
  68362. isTrue(preprocessors: {
  68363. [key: string]: string;
  68364. }): boolean;
  68365. }
  68366. }
  68367. declare module BABYLON {
  68368. /** @hidden */
  68369. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68370. define: string;
  68371. operand: string;
  68372. testValue: string;
  68373. constructor(define: string, operand: string, testValue: string);
  68374. isTrue(preprocessors: {
  68375. [key: string]: string;
  68376. }): boolean;
  68377. }
  68378. }
  68379. declare module BABYLON {
  68380. /**
  68381. * @ignore
  68382. * Application error to support additional information when loading a file
  68383. */
  68384. export class LoadFileError extends Error {
  68385. /** defines the optional web request */
  68386. request?: WebRequest | undefined;
  68387. private static _setPrototypeOf;
  68388. /**
  68389. * Creates a new LoadFileError
  68390. * @param message defines the message of the error
  68391. * @param request defines the optional web request
  68392. */
  68393. constructor(message: string,
  68394. /** defines the optional web request */
  68395. request?: WebRequest | undefined);
  68396. }
  68397. }
  68398. declare module BABYLON {
  68399. /**
  68400. * Class used to enable access to offline support
  68401. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68402. */
  68403. export interface IOfflineProvider {
  68404. /**
  68405. * Gets a boolean indicating if scene must be saved in the database
  68406. */
  68407. enableSceneOffline: boolean;
  68408. /**
  68409. * Gets a boolean indicating if textures must be saved in the database
  68410. */
  68411. enableTexturesOffline: boolean;
  68412. /**
  68413. * Open the offline support and make it available
  68414. * @param successCallback defines the callback to call on success
  68415. * @param errorCallback defines the callback to call on error
  68416. */
  68417. open(successCallback: () => void, errorCallback: () => void): void;
  68418. /**
  68419. * Loads an image from the offline support
  68420. * @param url defines the url to load from
  68421. * @param image defines the target DOM image
  68422. */
  68423. loadImage(url: string, image: HTMLImageElement): void;
  68424. /**
  68425. * Loads a file from offline support
  68426. * @param url defines the URL to load from
  68427. * @param sceneLoaded defines a callback to call on success
  68428. * @param progressCallBack defines a callback to call when progress changed
  68429. * @param errorCallback defines a callback to call on error
  68430. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68431. */
  68432. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68433. }
  68434. }
  68435. declare module BABYLON {
  68436. /**
  68437. * Class used to help managing file picking and drag'n'drop
  68438. * File Storage
  68439. */
  68440. export class FilesInputStore {
  68441. /**
  68442. * List of files ready to be loaded
  68443. */
  68444. static FilesToLoad: {
  68445. [key: string]: File;
  68446. };
  68447. }
  68448. }
  68449. declare module BABYLON {
  68450. /**
  68451. * Class used to define a retry strategy when error happens while loading assets
  68452. */
  68453. export class RetryStrategy {
  68454. /**
  68455. * Function used to defines an exponential back off strategy
  68456. * @param maxRetries defines the maximum number of retries (3 by default)
  68457. * @param baseInterval defines the interval between retries
  68458. * @returns the strategy function to use
  68459. */
  68460. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68461. }
  68462. }
  68463. declare module BABYLON {
  68464. /**
  68465. * @hidden
  68466. */
  68467. export class FileTools {
  68468. /**
  68469. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68470. */
  68471. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68472. /**
  68473. * Gets or sets the base URL to use to load assets
  68474. */
  68475. static BaseUrl: string;
  68476. /**
  68477. * Default behaviour for cors in the application.
  68478. * It can be a string if the expected behavior is identical in the entire app.
  68479. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68480. */
  68481. static CorsBehavior: string | ((url: string | string[]) => string);
  68482. /**
  68483. * Gets or sets a function used to pre-process url before using them to load assets
  68484. */
  68485. static PreprocessUrl: (url: string) => string;
  68486. /**
  68487. * Removes unwanted characters from an url
  68488. * @param url defines the url to clean
  68489. * @returns the cleaned url
  68490. */
  68491. private static _CleanUrl;
  68492. /**
  68493. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68494. * @param url define the url we are trying
  68495. * @param element define the dom element where to configure the cors policy
  68496. */
  68497. static SetCorsBehavior(url: string | string[], element: {
  68498. crossOrigin: string | null;
  68499. }): void;
  68500. /**
  68501. * Loads an image as an HTMLImageElement.
  68502. * @param input url string, ArrayBuffer, or Blob to load
  68503. * @param onLoad callback called when the image successfully loads
  68504. * @param onError callback called when the image fails to load
  68505. * @param offlineProvider offline provider for caching
  68506. * @returns the HTMLImageElement of the loaded image
  68507. */
  68508. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68509. /**
  68510. * Loads a file
  68511. * @param fileToLoad defines the file to load
  68512. * @param callback defines the callback to call when data is loaded
  68513. * @param progressCallBack defines the callback to call during loading process
  68514. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68515. * @returns a file request object
  68516. */
  68517. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68518. /**
  68519. * Loads a file
  68520. * @param url url string, ArrayBuffer, or Blob to load
  68521. * @param onSuccess callback called when the file successfully loads
  68522. * @param onProgress callback called while file is loading (if the server supports this mode)
  68523. * @param offlineProvider defines the offline provider for caching
  68524. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68525. * @param onError callback called when the file fails to load
  68526. * @returns a file request object
  68527. */
  68528. 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;
  68529. /**
  68530. * Checks if the loaded document was accessed via `file:`-Protocol.
  68531. * @returns boolean
  68532. */
  68533. static IsFileURL(): boolean;
  68534. }
  68535. }
  68536. declare module BABYLON {
  68537. /** @hidden */
  68538. export class ShaderProcessor {
  68539. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68540. private static _ProcessPrecision;
  68541. private static _ExtractOperation;
  68542. private static _BuildSubExpression;
  68543. private static _BuildExpression;
  68544. private static _MoveCursorWithinIf;
  68545. private static _MoveCursor;
  68546. private static _EvaluatePreProcessors;
  68547. private static _PreparePreProcessors;
  68548. private static _ProcessShaderConversion;
  68549. private static _ProcessIncludes;
  68550. }
  68551. }
  68552. declare module BABYLON {
  68553. /**
  68554. * Class used to hold a RBG color
  68555. */
  68556. export class Color3 {
  68557. /**
  68558. * Defines the red component (between 0 and 1, default is 0)
  68559. */
  68560. r: number;
  68561. /**
  68562. * Defines the green component (between 0 and 1, default is 0)
  68563. */
  68564. g: number;
  68565. /**
  68566. * Defines the blue component (between 0 and 1, default is 0)
  68567. */
  68568. b: number;
  68569. /**
  68570. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68571. * @param r defines the red component (between 0 and 1, default is 0)
  68572. * @param g defines the green component (between 0 and 1, default is 0)
  68573. * @param b defines the blue component (between 0 and 1, default is 0)
  68574. */
  68575. constructor(
  68576. /**
  68577. * Defines the red component (between 0 and 1, default is 0)
  68578. */
  68579. r?: number,
  68580. /**
  68581. * Defines the green component (between 0 and 1, default is 0)
  68582. */
  68583. g?: number,
  68584. /**
  68585. * Defines the blue component (between 0 and 1, default is 0)
  68586. */
  68587. b?: number);
  68588. /**
  68589. * Creates a string with the Color3 current values
  68590. * @returns the string representation of the Color3 object
  68591. */
  68592. toString(): string;
  68593. /**
  68594. * Returns the string "Color3"
  68595. * @returns "Color3"
  68596. */
  68597. getClassName(): string;
  68598. /**
  68599. * Compute the Color3 hash code
  68600. * @returns an unique number that can be used to hash Color3 objects
  68601. */
  68602. getHashCode(): number;
  68603. /**
  68604. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68605. * @param array defines the array where to store the r,g,b components
  68606. * @param index defines an optional index in the target array to define where to start storing values
  68607. * @returns the current Color3 object
  68608. */
  68609. toArray(array: FloatArray, index?: number): Color3;
  68610. /**
  68611. * Returns a new Color4 object from the current Color3 and the given alpha
  68612. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68613. * @returns a new Color4 object
  68614. */
  68615. toColor4(alpha?: number): Color4;
  68616. /**
  68617. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68618. * @returns the new array
  68619. */
  68620. asArray(): number[];
  68621. /**
  68622. * Returns the luminance value
  68623. * @returns a float value
  68624. */
  68625. toLuminance(): number;
  68626. /**
  68627. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68628. * @param otherColor defines the second operand
  68629. * @returns the new Color3 object
  68630. */
  68631. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68632. /**
  68633. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68634. * @param otherColor defines the second operand
  68635. * @param result defines the Color3 object where to store the result
  68636. * @returns the current Color3
  68637. */
  68638. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68639. /**
  68640. * Determines equality between Color3 objects
  68641. * @param otherColor defines the second operand
  68642. * @returns true if the rgb values are equal to the given ones
  68643. */
  68644. equals(otherColor: DeepImmutable<Color3>): boolean;
  68645. /**
  68646. * Determines equality between the current Color3 object and a set of r,b,g values
  68647. * @param r defines the red component to check
  68648. * @param g defines the green component to check
  68649. * @param b defines the blue component to check
  68650. * @returns true if the rgb values are equal to the given ones
  68651. */
  68652. equalsFloats(r: number, g: number, b: number): boolean;
  68653. /**
  68654. * Multiplies in place each rgb value by scale
  68655. * @param scale defines the scaling factor
  68656. * @returns the updated Color3
  68657. */
  68658. scale(scale: number): Color3;
  68659. /**
  68660. * Multiplies the rgb values by scale and stores the result into "result"
  68661. * @param scale defines the scaling factor
  68662. * @param result defines the Color3 object where to store the result
  68663. * @returns the unmodified current Color3
  68664. */
  68665. scaleToRef(scale: number, result: Color3): Color3;
  68666. /**
  68667. * Scale the current Color3 values by a factor and add the result to a given Color3
  68668. * @param scale defines the scale factor
  68669. * @param result defines color to store the result into
  68670. * @returns the unmodified current Color3
  68671. */
  68672. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68673. /**
  68674. * Clamps the rgb values by the min and max values and stores the result into "result"
  68675. * @param min defines minimum clamping value (default is 0)
  68676. * @param max defines maximum clamping value (default is 1)
  68677. * @param result defines color to store the result into
  68678. * @returns the original Color3
  68679. */
  68680. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68681. /**
  68682. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68683. * @param otherColor defines the second operand
  68684. * @returns the new Color3
  68685. */
  68686. add(otherColor: DeepImmutable<Color3>): Color3;
  68687. /**
  68688. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68689. * @param otherColor defines the second operand
  68690. * @param result defines Color3 object to store the result into
  68691. * @returns the unmodified current Color3
  68692. */
  68693. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68694. /**
  68695. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68696. * @param otherColor defines the second operand
  68697. * @returns the new Color3
  68698. */
  68699. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68700. /**
  68701. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68702. * @param otherColor defines the second operand
  68703. * @param result defines Color3 object to store the result into
  68704. * @returns the unmodified current Color3
  68705. */
  68706. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68707. /**
  68708. * Copy the current object
  68709. * @returns a new Color3 copied the current one
  68710. */
  68711. clone(): Color3;
  68712. /**
  68713. * Copies the rgb values from the source in the current Color3
  68714. * @param source defines the source Color3 object
  68715. * @returns the updated Color3 object
  68716. */
  68717. copyFrom(source: DeepImmutable<Color3>): Color3;
  68718. /**
  68719. * Updates the Color3 rgb values from the given floats
  68720. * @param r defines the red component to read from
  68721. * @param g defines the green component to read from
  68722. * @param b defines the blue component to read from
  68723. * @returns the current Color3 object
  68724. */
  68725. copyFromFloats(r: number, g: number, b: number): Color3;
  68726. /**
  68727. * Updates the Color3 rgb values from the given floats
  68728. * @param r defines the red component to read from
  68729. * @param g defines the green component to read from
  68730. * @param b defines the blue component to read from
  68731. * @returns the current Color3 object
  68732. */
  68733. set(r: number, g: number, b: number): Color3;
  68734. /**
  68735. * Compute the Color3 hexadecimal code as a string
  68736. * @returns a string containing the hexadecimal representation of the Color3 object
  68737. */
  68738. toHexString(): string;
  68739. /**
  68740. * Computes a new Color3 converted from the current one to linear space
  68741. * @returns a new Color3 object
  68742. */
  68743. toLinearSpace(): Color3;
  68744. /**
  68745. * Converts current color in rgb space to HSV values
  68746. * @returns a new color3 representing the HSV values
  68747. */
  68748. toHSV(): Color3;
  68749. /**
  68750. * Converts current color in rgb space to HSV values
  68751. * @param result defines the Color3 where to store the HSV values
  68752. */
  68753. toHSVToRef(result: Color3): void;
  68754. /**
  68755. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68756. * @param convertedColor defines the Color3 object where to store the linear space version
  68757. * @returns the unmodified Color3
  68758. */
  68759. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68760. /**
  68761. * Computes a new Color3 converted from the current one to gamma space
  68762. * @returns a new Color3 object
  68763. */
  68764. toGammaSpace(): Color3;
  68765. /**
  68766. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68767. * @param convertedColor defines the Color3 object where to store the gamma space version
  68768. * @returns the unmodified Color3
  68769. */
  68770. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68771. private static _BlackReadOnly;
  68772. /**
  68773. * Convert Hue, saturation and value to a Color3 (RGB)
  68774. * @param hue defines the hue
  68775. * @param saturation defines the saturation
  68776. * @param value defines the value
  68777. * @param result defines the Color3 where to store the RGB values
  68778. */
  68779. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68780. /**
  68781. * Creates a new Color3 from the string containing valid hexadecimal values
  68782. * @param hex defines a string containing valid hexadecimal values
  68783. * @returns a new Color3 object
  68784. */
  68785. static FromHexString(hex: string): Color3;
  68786. /**
  68787. * Creates a new Color3 from the starting index of the given array
  68788. * @param array defines the source array
  68789. * @param offset defines an offset in the source array
  68790. * @returns a new Color3 object
  68791. */
  68792. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68793. /**
  68794. * Creates a new Color3 from integer values (< 256)
  68795. * @param r defines the red component to read from (value between 0 and 255)
  68796. * @param g defines the green component to read from (value between 0 and 255)
  68797. * @param b defines the blue component to read from (value between 0 and 255)
  68798. * @returns a new Color3 object
  68799. */
  68800. static FromInts(r: number, g: number, b: number): Color3;
  68801. /**
  68802. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68803. * @param start defines the start Color3 value
  68804. * @param end defines the end Color3 value
  68805. * @param amount defines the gradient value between start and end
  68806. * @returns a new Color3 object
  68807. */
  68808. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68809. /**
  68810. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68811. * @param left defines the start value
  68812. * @param right defines the end value
  68813. * @param amount defines the gradient factor
  68814. * @param result defines the Color3 object where to store the result
  68815. */
  68816. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68817. /**
  68818. * Returns a Color3 value containing a red color
  68819. * @returns a new Color3 object
  68820. */
  68821. static Red(): Color3;
  68822. /**
  68823. * Returns a Color3 value containing a green color
  68824. * @returns a new Color3 object
  68825. */
  68826. static Green(): Color3;
  68827. /**
  68828. * Returns a Color3 value containing a blue color
  68829. * @returns a new Color3 object
  68830. */
  68831. static Blue(): Color3;
  68832. /**
  68833. * Returns a Color3 value containing a black color
  68834. * @returns a new Color3 object
  68835. */
  68836. static Black(): Color3;
  68837. /**
  68838. * Gets a Color3 value containing a black color that must not be updated
  68839. */
  68840. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68841. /**
  68842. * Returns a Color3 value containing a white color
  68843. * @returns a new Color3 object
  68844. */
  68845. static White(): Color3;
  68846. /**
  68847. * Returns a Color3 value containing a purple color
  68848. * @returns a new Color3 object
  68849. */
  68850. static Purple(): Color3;
  68851. /**
  68852. * Returns a Color3 value containing a magenta color
  68853. * @returns a new Color3 object
  68854. */
  68855. static Magenta(): Color3;
  68856. /**
  68857. * Returns a Color3 value containing a yellow color
  68858. * @returns a new Color3 object
  68859. */
  68860. static Yellow(): Color3;
  68861. /**
  68862. * Returns a Color3 value containing a gray color
  68863. * @returns a new Color3 object
  68864. */
  68865. static Gray(): Color3;
  68866. /**
  68867. * Returns a Color3 value containing a teal color
  68868. * @returns a new Color3 object
  68869. */
  68870. static Teal(): Color3;
  68871. /**
  68872. * Returns a Color3 value containing a random color
  68873. * @returns a new Color3 object
  68874. */
  68875. static Random(): Color3;
  68876. }
  68877. /**
  68878. * Class used to hold a RBGA color
  68879. */
  68880. export class Color4 {
  68881. /**
  68882. * Defines the red component (between 0 and 1, default is 0)
  68883. */
  68884. r: number;
  68885. /**
  68886. * Defines the green component (between 0 and 1, default is 0)
  68887. */
  68888. g: number;
  68889. /**
  68890. * Defines the blue component (between 0 and 1, default is 0)
  68891. */
  68892. b: number;
  68893. /**
  68894. * Defines the alpha component (between 0 and 1, default is 1)
  68895. */
  68896. a: number;
  68897. /**
  68898. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  68899. * @param r defines the red component (between 0 and 1, default is 0)
  68900. * @param g defines the green component (between 0 and 1, default is 0)
  68901. * @param b defines the blue component (between 0 and 1, default is 0)
  68902. * @param a defines the alpha component (between 0 and 1, default is 1)
  68903. */
  68904. constructor(
  68905. /**
  68906. * Defines the red component (between 0 and 1, default is 0)
  68907. */
  68908. r?: number,
  68909. /**
  68910. * Defines the green component (between 0 and 1, default is 0)
  68911. */
  68912. g?: number,
  68913. /**
  68914. * Defines the blue component (between 0 and 1, default is 0)
  68915. */
  68916. b?: number,
  68917. /**
  68918. * Defines the alpha component (between 0 and 1, default is 1)
  68919. */
  68920. a?: number);
  68921. /**
  68922. * Adds in place the given Color4 values to the current Color4 object
  68923. * @param right defines the second operand
  68924. * @returns the current updated Color4 object
  68925. */
  68926. addInPlace(right: DeepImmutable<Color4>): Color4;
  68927. /**
  68928. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  68929. * @returns the new array
  68930. */
  68931. asArray(): number[];
  68932. /**
  68933. * Stores from the starting index in the given array the Color4 successive values
  68934. * @param array defines the array where to store the r,g,b components
  68935. * @param index defines an optional index in the target array to define where to start storing values
  68936. * @returns the current Color4 object
  68937. */
  68938. toArray(array: number[], index?: number): Color4;
  68939. /**
  68940. * Determines equality between Color4 objects
  68941. * @param otherColor defines the second operand
  68942. * @returns true if the rgba values are equal to the given ones
  68943. */
  68944. equals(otherColor: DeepImmutable<Color4>): boolean;
  68945. /**
  68946. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  68947. * @param right defines the second operand
  68948. * @returns a new Color4 object
  68949. */
  68950. add(right: DeepImmutable<Color4>): Color4;
  68951. /**
  68952. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  68953. * @param right defines the second operand
  68954. * @returns a new Color4 object
  68955. */
  68956. subtract(right: DeepImmutable<Color4>): Color4;
  68957. /**
  68958. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  68959. * @param right defines the second operand
  68960. * @param result defines the Color4 object where to store the result
  68961. * @returns the current Color4 object
  68962. */
  68963. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  68964. /**
  68965. * Creates a new Color4 with the current Color4 values multiplied by scale
  68966. * @param scale defines the scaling factor to apply
  68967. * @returns a new Color4 object
  68968. */
  68969. scale(scale: number): Color4;
  68970. /**
  68971. * Multiplies the current Color4 values by scale and stores the result in "result"
  68972. * @param scale defines the scaling factor to apply
  68973. * @param result defines the Color4 object where to store the result
  68974. * @returns the current unmodified Color4
  68975. */
  68976. scaleToRef(scale: number, result: Color4): Color4;
  68977. /**
  68978. * Scale the current Color4 values by a factor and add the result to a given Color4
  68979. * @param scale defines the scale factor
  68980. * @param result defines the Color4 object where to store the result
  68981. * @returns the unmodified current Color4
  68982. */
  68983. scaleAndAddToRef(scale: number, result: Color4): Color4;
  68984. /**
  68985. * Clamps the rgb values by the min and max values and stores the result into "result"
  68986. * @param min defines minimum clamping value (default is 0)
  68987. * @param max defines maximum clamping value (default is 1)
  68988. * @param result defines color to store the result into.
  68989. * @returns the cuurent Color4
  68990. */
  68991. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  68992. /**
  68993. * Multipy an Color4 value by another and return a new Color4 object
  68994. * @param color defines the Color4 value to multiply by
  68995. * @returns a new Color4 object
  68996. */
  68997. multiply(color: Color4): Color4;
  68998. /**
  68999. * Multipy a Color4 value by another and push the result in a reference value
  69000. * @param color defines the Color4 value to multiply by
  69001. * @param result defines the Color4 to fill the result in
  69002. * @returns the result Color4
  69003. */
  69004. multiplyToRef(color: Color4, result: Color4): Color4;
  69005. /**
  69006. * Creates a string with the Color4 current values
  69007. * @returns the string representation of the Color4 object
  69008. */
  69009. toString(): string;
  69010. /**
  69011. * Returns the string "Color4"
  69012. * @returns "Color4"
  69013. */
  69014. getClassName(): string;
  69015. /**
  69016. * Compute the Color4 hash code
  69017. * @returns an unique number that can be used to hash Color4 objects
  69018. */
  69019. getHashCode(): number;
  69020. /**
  69021. * Creates a new Color4 copied from the current one
  69022. * @returns a new Color4 object
  69023. */
  69024. clone(): Color4;
  69025. /**
  69026. * Copies the given Color4 values into the current one
  69027. * @param source defines the source Color4 object
  69028. * @returns the current updated Color4 object
  69029. */
  69030. copyFrom(source: Color4): Color4;
  69031. /**
  69032. * Copies the given float values into the current one
  69033. * @param r defines the red component to read from
  69034. * @param g defines the green component to read from
  69035. * @param b defines the blue component to read from
  69036. * @param a defines the alpha component to read from
  69037. * @returns the current updated Color4 object
  69038. */
  69039. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69040. /**
  69041. * Copies the given float values into the current one
  69042. * @param r defines the red component to read from
  69043. * @param g defines the green component to read from
  69044. * @param b defines the blue component to read from
  69045. * @param a defines the alpha component to read from
  69046. * @returns the current updated Color4 object
  69047. */
  69048. set(r: number, g: number, b: number, a: number): Color4;
  69049. /**
  69050. * Compute the Color4 hexadecimal code as a string
  69051. * @returns a string containing the hexadecimal representation of the Color4 object
  69052. */
  69053. toHexString(): string;
  69054. /**
  69055. * Computes a new Color4 converted from the current one to linear space
  69056. * @returns a new Color4 object
  69057. */
  69058. toLinearSpace(): Color4;
  69059. /**
  69060. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69061. * @param convertedColor defines the Color4 object where to store the linear space version
  69062. * @returns the unmodified Color4
  69063. */
  69064. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69065. /**
  69066. * Computes a new Color4 converted from the current one to gamma space
  69067. * @returns a new Color4 object
  69068. */
  69069. toGammaSpace(): Color4;
  69070. /**
  69071. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69072. * @param convertedColor defines the Color4 object where to store the gamma space version
  69073. * @returns the unmodified Color4
  69074. */
  69075. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69076. /**
  69077. * Creates a new Color4 from the string containing valid hexadecimal values
  69078. * @param hex defines a string containing valid hexadecimal values
  69079. * @returns a new Color4 object
  69080. */
  69081. static FromHexString(hex: string): Color4;
  69082. /**
  69083. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69084. * @param left defines the start value
  69085. * @param right defines the end value
  69086. * @param amount defines the gradient factor
  69087. * @returns a new Color4 object
  69088. */
  69089. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69090. /**
  69091. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69092. * @param left defines the start value
  69093. * @param right defines the end value
  69094. * @param amount defines the gradient factor
  69095. * @param result defines the Color4 object where to store data
  69096. */
  69097. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69098. /**
  69099. * Creates a new Color4 from a Color3 and an alpha value
  69100. * @param color3 defines the source Color3 to read from
  69101. * @param alpha defines the alpha component (1.0 by default)
  69102. * @returns a new Color4 object
  69103. */
  69104. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69105. /**
  69106. * Creates a new Color4 from the starting index element of the given array
  69107. * @param array defines the source array to read from
  69108. * @param offset defines the offset in the source array
  69109. * @returns a new Color4 object
  69110. */
  69111. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69112. /**
  69113. * Creates a new Color3 from integer values (< 256)
  69114. * @param r defines the red component to read from (value between 0 and 255)
  69115. * @param g defines the green component to read from (value between 0 and 255)
  69116. * @param b defines the blue component to read from (value between 0 and 255)
  69117. * @param a defines the alpha component to read from (value between 0 and 255)
  69118. * @returns a new Color3 object
  69119. */
  69120. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69121. /**
  69122. * Check the content of a given array and convert it to an array containing RGBA data
  69123. * If the original array was already containing count * 4 values then it is returned directly
  69124. * @param colors defines the array to check
  69125. * @param count defines the number of RGBA data to expect
  69126. * @returns an array containing count * 4 values (RGBA)
  69127. */
  69128. static CheckColors4(colors: number[], count: number): number[];
  69129. }
  69130. /**
  69131. * @hidden
  69132. */
  69133. export class TmpColors {
  69134. static Color3: Color3[];
  69135. static Color4: Color4[];
  69136. }
  69137. }
  69138. declare module BABYLON {
  69139. /**
  69140. * Class representing spherical harmonics coefficients to the 3rd degree
  69141. */
  69142. export class SphericalHarmonics {
  69143. /**
  69144. * Defines whether or not the harmonics have been prescaled for rendering.
  69145. */
  69146. preScaled: boolean;
  69147. /**
  69148. * The l0,0 coefficients of the spherical harmonics
  69149. */
  69150. l00: Vector3;
  69151. /**
  69152. * The l1,-1 coefficients of the spherical harmonics
  69153. */
  69154. l1_1: Vector3;
  69155. /**
  69156. * The l1,0 coefficients of the spherical harmonics
  69157. */
  69158. l10: Vector3;
  69159. /**
  69160. * The l1,1 coefficients of the spherical harmonics
  69161. */
  69162. l11: Vector3;
  69163. /**
  69164. * The l2,-2 coefficients of the spherical harmonics
  69165. */
  69166. l2_2: Vector3;
  69167. /**
  69168. * The l2,-1 coefficients of the spherical harmonics
  69169. */
  69170. l2_1: Vector3;
  69171. /**
  69172. * The l2,0 coefficients of the spherical harmonics
  69173. */
  69174. l20: Vector3;
  69175. /**
  69176. * The l2,1 coefficients of the spherical harmonics
  69177. */
  69178. l21: Vector3;
  69179. /**
  69180. * The l2,2 coefficients of the spherical harmonics
  69181. */
  69182. l22: Vector3;
  69183. /**
  69184. * Adds a light to the spherical harmonics
  69185. * @param direction the direction of the light
  69186. * @param color the color of the light
  69187. * @param deltaSolidAngle the delta solid angle of the light
  69188. */
  69189. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69190. /**
  69191. * Scales the spherical harmonics by the given amount
  69192. * @param scale the amount to scale
  69193. */
  69194. scaleInPlace(scale: number): void;
  69195. /**
  69196. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69197. *
  69198. * ```
  69199. * E_lm = A_l * L_lm
  69200. * ```
  69201. *
  69202. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69203. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69204. * the scaling factors are given in equation 9.
  69205. */
  69206. convertIncidentRadianceToIrradiance(): void;
  69207. /**
  69208. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69209. *
  69210. * ```
  69211. * L = (1/pi) * E * rho
  69212. * ```
  69213. *
  69214. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69215. */
  69216. convertIrradianceToLambertianRadiance(): void;
  69217. /**
  69218. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69219. * required operations at run time.
  69220. *
  69221. * This is simply done by scaling back the SH with Ylm constants parameter.
  69222. * The trigonometric part being applied by the shader at run time.
  69223. */
  69224. preScaleForRendering(): void;
  69225. /**
  69226. * Constructs a spherical harmonics from an array.
  69227. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69228. * @returns the spherical harmonics
  69229. */
  69230. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69231. /**
  69232. * Gets the spherical harmonics from polynomial
  69233. * @param polynomial the spherical polynomial
  69234. * @returns the spherical harmonics
  69235. */
  69236. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69237. }
  69238. /**
  69239. * Class representing spherical polynomial coefficients to the 3rd degree
  69240. */
  69241. export class SphericalPolynomial {
  69242. private _harmonics;
  69243. /**
  69244. * The spherical harmonics used to create the polynomials.
  69245. */
  69246. readonly preScaledHarmonics: SphericalHarmonics;
  69247. /**
  69248. * The x coefficients of the spherical polynomial
  69249. */
  69250. x: Vector3;
  69251. /**
  69252. * The y coefficients of the spherical polynomial
  69253. */
  69254. y: Vector3;
  69255. /**
  69256. * The z coefficients of the spherical polynomial
  69257. */
  69258. z: Vector3;
  69259. /**
  69260. * The xx coefficients of the spherical polynomial
  69261. */
  69262. xx: Vector3;
  69263. /**
  69264. * The yy coefficients of the spherical polynomial
  69265. */
  69266. yy: Vector3;
  69267. /**
  69268. * The zz coefficients of the spherical polynomial
  69269. */
  69270. zz: Vector3;
  69271. /**
  69272. * The xy coefficients of the spherical polynomial
  69273. */
  69274. xy: Vector3;
  69275. /**
  69276. * The yz coefficients of the spherical polynomial
  69277. */
  69278. yz: Vector3;
  69279. /**
  69280. * The zx coefficients of the spherical polynomial
  69281. */
  69282. zx: Vector3;
  69283. /**
  69284. * Adds an ambient color to the spherical polynomial
  69285. * @param color the color to add
  69286. */
  69287. addAmbient(color: Color3): void;
  69288. /**
  69289. * Scales the spherical polynomial by the given amount
  69290. * @param scale the amount to scale
  69291. */
  69292. scaleInPlace(scale: number): void;
  69293. /**
  69294. * Gets the spherical polynomial from harmonics
  69295. * @param harmonics the spherical harmonics
  69296. * @returns the spherical polynomial
  69297. */
  69298. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69299. /**
  69300. * Constructs a spherical polynomial from an array.
  69301. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69302. * @returns the spherical polynomial
  69303. */
  69304. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69305. }
  69306. }
  69307. declare module BABYLON {
  69308. /**
  69309. * Define options used to create a render target texture
  69310. */
  69311. export class RenderTargetCreationOptions {
  69312. /**
  69313. * Specifies is mipmaps must be generated
  69314. */
  69315. generateMipMaps?: boolean;
  69316. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69317. generateDepthBuffer?: boolean;
  69318. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69319. generateStencilBuffer?: boolean;
  69320. /** Defines texture type (int by default) */
  69321. type?: number;
  69322. /** Defines sampling mode (trilinear by default) */
  69323. samplingMode?: number;
  69324. /** Defines format (RGBA by default) */
  69325. format?: number;
  69326. }
  69327. }
  69328. declare module BABYLON {
  69329. /**
  69330. * @hidden
  69331. **/
  69332. export class _AlphaState {
  69333. private _isAlphaBlendDirty;
  69334. private _isBlendFunctionParametersDirty;
  69335. private _isBlendEquationParametersDirty;
  69336. private _isBlendConstantsDirty;
  69337. private _alphaBlend;
  69338. private _blendFunctionParameters;
  69339. private _blendEquationParameters;
  69340. private _blendConstants;
  69341. /**
  69342. * Initializes the state.
  69343. */
  69344. constructor();
  69345. readonly isDirty: boolean;
  69346. alphaBlend: boolean;
  69347. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69348. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69349. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69350. reset(): void;
  69351. apply(gl: WebGLRenderingContext): void;
  69352. }
  69353. }
  69354. declare module BABYLON {
  69355. /**
  69356. * @hidden
  69357. **/
  69358. export class _DepthCullingState {
  69359. private _isDepthTestDirty;
  69360. private _isDepthMaskDirty;
  69361. private _isDepthFuncDirty;
  69362. private _isCullFaceDirty;
  69363. private _isCullDirty;
  69364. private _isZOffsetDirty;
  69365. private _isFrontFaceDirty;
  69366. private _depthTest;
  69367. private _depthMask;
  69368. private _depthFunc;
  69369. private _cull;
  69370. private _cullFace;
  69371. private _zOffset;
  69372. private _frontFace;
  69373. /**
  69374. * Initializes the state.
  69375. */
  69376. constructor();
  69377. readonly isDirty: boolean;
  69378. zOffset: number;
  69379. cullFace: Nullable<number>;
  69380. cull: Nullable<boolean>;
  69381. depthFunc: Nullable<number>;
  69382. depthMask: boolean;
  69383. depthTest: boolean;
  69384. frontFace: Nullable<number>;
  69385. reset(): void;
  69386. apply(gl: WebGLRenderingContext): void;
  69387. }
  69388. }
  69389. declare module BABYLON {
  69390. /**
  69391. * @hidden
  69392. **/
  69393. export class _StencilState {
  69394. /** 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 */
  69395. static readonly ALWAYS: number;
  69396. /** Passed to stencilOperation to specify that stencil value must be kept */
  69397. static readonly KEEP: number;
  69398. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69399. static readonly REPLACE: number;
  69400. private _isStencilTestDirty;
  69401. private _isStencilMaskDirty;
  69402. private _isStencilFuncDirty;
  69403. private _isStencilOpDirty;
  69404. private _stencilTest;
  69405. private _stencilMask;
  69406. private _stencilFunc;
  69407. private _stencilFuncRef;
  69408. private _stencilFuncMask;
  69409. private _stencilOpStencilFail;
  69410. private _stencilOpDepthFail;
  69411. private _stencilOpStencilDepthPass;
  69412. readonly isDirty: boolean;
  69413. stencilFunc: number;
  69414. stencilFuncRef: number;
  69415. stencilFuncMask: number;
  69416. stencilOpStencilFail: number;
  69417. stencilOpDepthFail: number;
  69418. stencilOpStencilDepthPass: number;
  69419. stencilMask: number;
  69420. stencilTest: boolean;
  69421. constructor();
  69422. reset(): void;
  69423. apply(gl: WebGLRenderingContext): void;
  69424. }
  69425. }
  69426. declare module BABYLON {
  69427. /**
  69428. * @hidden
  69429. **/
  69430. export class _TimeToken {
  69431. _startTimeQuery: Nullable<WebGLQuery>;
  69432. _endTimeQuery: Nullable<WebGLQuery>;
  69433. _timeElapsedQuery: Nullable<WebGLQuery>;
  69434. _timeElapsedQueryEnded: boolean;
  69435. }
  69436. }
  69437. declare module BABYLON {
  69438. /**
  69439. * Class used to evalaute queries containing `and` and `or` operators
  69440. */
  69441. export class AndOrNotEvaluator {
  69442. /**
  69443. * Evaluate a query
  69444. * @param query defines the query to evaluate
  69445. * @param evaluateCallback defines the callback used to filter result
  69446. * @returns true if the query matches
  69447. */
  69448. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69449. private static _HandleParenthesisContent;
  69450. private static _SimplifyNegation;
  69451. }
  69452. }
  69453. declare module BABYLON {
  69454. /**
  69455. * Class used to store custom tags
  69456. */
  69457. export class Tags {
  69458. /**
  69459. * Adds support for tags on the given object
  69460. * @param obj defines the object to use
  69461. */
  69462. static EnableFor(obj: any): void;
  69463. /**
  69464. * Removes tags support
  69465. * @param obj defines the object to use
  69466. */
  69467. static DisableFor(obj: any): void;
  69468. /**
  69469. * Gets a boolean indicating if the given object has tags
  69470. * @param obj defines the object to use
  69471. * @returns a boolean
  69472. */
  69473. static HasTags(obj: any): boolean;
  69474. /**
  69475. * Gets the tags available on a given object
  69476. * @param obj defines the object to use
  69477. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69478. * @returns the tags
  69479. */
  69480. static GetTags(obj: any, asString?: boolean): any;
  69481. /**
  69482. * Adds tags to an object
  69483. * @param obj defines the object to use
  69484. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69485. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69486. */
  69487. static AddTagsTo(obj: any, tagsString: string): void;
  69488. /**
  69489. * @hidden
  69490. */
  69491. static _AddTagTo(obj: any, tag: string): void;
  69492. /**
  69493. * Removes specific tags from a specific object
  69494. * @param obj defines the object to use
  69495. * @param tagsString defines the tags to remove
  69496. */
  69497. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69498. /**
  69499. * @hidden
  69500. */
  69501. static _RemoveTagFrom(obj: any, tag: string): void;
  69502. /**
  69503. * Defines if tags hosted on an object match a given query
  69504. * @param obj defines the object to use
  69505. * @param tagsQuery defines the tag query
  69506. * @returns a boolean
  69507. */
  69508. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69509. }
  69510. }
  69511. declare module BABYLON {
  69512. /**
  69513. * Defines potential orientation for back face culling
  69514. */
  69515. export enum Orientation {
  69516. /**
  69517. * Clockwise
  69518. */
  69519. CW = 0,
  69520. /** Counter clockwise */
  69521. CCW = 1
  69522. }
  69523. /** Class used to represent a Bezier curve */
  69524. export class BezierCurve {
  69525. /**
  69526. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69527. * @param t defines the time
  69528. * @param x1 defines the left coordinate on X axis
  69529. * @param y1 defines the left coordinate on Y axis
  69530. * @param x2 defines the right coordinate on X axis
  69531. * @param y2 defines the right coordinate on Y axis
  69532. * @returns the interpolated value
  69533. */
  69534. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69535. }
  69536. /**
  69537. * Defines angle representation
  69538. */
  69539. export class Angle {
  69540. private _radians;
  69541. /**
  69542. * Creates an Angle object of "radians" radians (float).
  69543. * @param radians the angle in radians
  69544. */
  69545. constructor(radians: number);
  69546. /**
  69547. * Get value in degrees
  69548. * @returns the Angle value in degrees (float)
  69549. */
  69550. degrees(): number;
  69551. /**
  69552. * Get value in radians
  69553. * @returns the Angle value in radians (float)
  69554. */
  69555. radians(): number;
  69556. /**
  69557. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69558. * @param a defines first vector
  69559. * @param b defines second vector
  69560. * @returns a new Angle
  69561. */
  69562. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69563. /**
  69564. * Gets a new Angle object from the given float in radians
  69565. * @param radians defines the angle value in radians
  69566. * @returns a new Angle
  69567. */
  69568. static FromRadians(radians: number): Angle;
  69569. /**
  69570. * Gets a new Angle object from the given float in degrees
  69571. * @param degrees defines the angle value in degrees
  69572. * @returns a new Angle
  69573. */
  69574. static FromDegrees(degrees: number): Angle;
  69575. }
  69576. /**
  69577. * This represents an arc in a 2d space.
  69578. */
  69579. export class Arc2 {
  69580. /** Defines the start point of the arc */
  69581. startPoint: Vector2;
  69582. /** Defines the mid point of the arc */
  69583. midPoint: Vector2;
  69584. /** Defines the end point of the arc */
  69585. endPoint: Vector2;
  69586. /**
  69587. * Defines the center point of the arc.
  69588. */
  69589. centerPoint: Vector2;
  69590. /**
  69591. * Defines the radius of the arc.
  69592. */
  69593. radius: number;
  69594. /**
  69595. * Defines the angle of the arc (from mid point to end point).
  69596. */
  69597. angle: Angle;
  69598. /**
  69599. * Defines the start angle of the arc (from start point to middle point).
  69600. */
  69601. startAngle: Angle;
  69602. /**
  69603. * Defines the orientation of the arc (clock wise/counter clock wise).
  69604. */
  69605. orientation: Orientation;
  69606. /**
  69607. * Creates an Arc object from the three given points : start, middle and end.
  69608. * @param startPoint Defines the start point of the arc
  69609. * @param midPoint Defines the midlle point of the arc
  69610. * @param endPoint Defines the end point of the arc
  69611. */
  69612. constructor(
  69613. /** Defines the start point of the arc */
  69614. startPoint: Vector2,
  69615. /** Defines the mid point of the arc */
  69616. midPoint: Vector2,
  69617. /** Defines the end point of the arc */
  69618. endPoint: Vector2);
  69619. }
  69620. /**
  69621. * Represents a 2D path made up of multiple 2D points
  69622. */
  69623. export class Path2 {
  69624. private _points;
  69625. private _length;
  69626. /**
  69627. * If the path start and end point are the same
  69628. */
  69629. closed: boolean;
  69630. /**
  69631. * Creates a Path2 object from the starting 2D coordinates x and y.
  69632. * @param x the starting points x value
  69633. * @param y the starting points y value
  69634. */
  69635. constructor(x: number, y: number);
  69636. /**
  69637. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69638. * @param x the added points x value
  69639. * @param y the added points y value
  69640. * @returns the updated Path2.
  69641. */
  69642. addLineTo(x: number, y: number): Path2;
  69643. /**
  69644. * 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.
  69645. * @param midX middle point x value
  69646. * @param midY middle point y value
  69647. * @param endX end point x value
  69648. * @param endY end point y value
  69649. * @param numberOfSegments (default: 36)
  69650. * @returns the updated Path2.
  69651. */
  69652. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69653. /**
  69654. * Closes the Path2.
  69655. * @returns the Path2.
  69656. */
  69657. close(): Path2;
  69658. /**
  69659. * Gets the sum of the distance between each sequential point in the path
  69660. * @returns the Path2 total length (float).
  69661. */
  69662. length(): number;
  69663. /**
  69664. * Gets the points which construct the path
  69665. * @returns the Path2 internal array of points.
  69666. */
  69667. getPoints(): Vector2[];
  69668. /**
  69669. * Retreives the point at the distance aways from the starting point
  69670. * @param normalizedLengthPosition the length along the path to retreive the point from
  69671. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69672. */
  69673. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69674. /**
  69675. * Creates a new path starting from an x and y position
  69676. * @param x starting x value
  69677. * @param y starting y value
  69678. * @returns a new Path2 starting at the coordinates (x, y).
  69679. */
  69680. static StartingAt(x: number, y: number): Path2;
  69681. }
  69682. /**
  69683. * Represents a 3D path made up of multiple 3D points
  69684. */
  69685. export class Path3D {
  69686. /**
  69687. * an array of Vector3, the curve axis of the Path3D
  69688. */
  69689. path: Vector3[];
  69690. private _curve;
  69691. private _distances;
  69692. private _tangents;
  69693. private _normals;
  69694. private _binormals;
  69695. private _raw;
  69696. /**
  69697. * new Path3D(path, normal, raw)
  69698. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69699. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69700. * @param path an array of Vector3, the curve axis of the Path3D
  69701. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69702. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69703. */
  69704. constructor(
  69705. /**
  69706. * an array of Vector3, the curve axis of the Path3D
  69707. */
  69708. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69709. /**
  69710. * Returns the Path3D array of successive Vector3 designing its curve.
  69711. * @returns the Path3D array of successive Vector3 designing its curve.
  69712. */
  69713. getCurve(): Vector3[];
  69714. /**
  69715. * Returns an array populated with tangent vectors on each Path3D curve point.
  69716. * @returns an array populated with tangent vectors on each Path3D curve point.
  69717. */
  69718. getTangents(): Vector3[];
  69719. /**
  69720. * Returns an array populated with normal vectors on each Path3D curve point.
  69721. * @returns an array populated with normal vectors on each Path3D curve point.
  69722. */
  69723. getNormals(): Vector3[];
  69724. /**
  69725. * Returns an array populated with binormal vectors on each Path3D curve point.
  69726. * @returns an array populated with binormal vectors on each Path3D curve point.
  69727. */
  69728. getBinormals(): Vector3[];
  69729. /**
  69730. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69731. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69732. */
  69733. getDistances(): number[];
  69734. /**
  69735. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69736. * @param path path which all values are copied into the curves points
  69737. * @param firstNormal which should be projected onto the curve
  69738. * @returns the same object updated.
  69739. */
  69740. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69741. private _compute;
  69742. private _getFirstNonNullVector;
  69743. private _getLastNonNullVector;
  69744. private _normalVector;
  69745. }
  69746. /**
  69747. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69748. * A Curve3 is designed from a series of successive Vector3.
  69749. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69750. */
  69751. export class Curve3 {
  69752. private _points;
  69753. private _length;
  69754. /**
  69755. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69756. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69757. * @param v1 (Vector3) the control point
  69758. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69759. * @param nbPoints (integer) the wanted number of points in the curve
  69760. * @returns the created Curve3
  69761. */
  69762. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69763. /**
  69764. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69765. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69766. * @param v1 (Vector3) the first control point
  69767. * @param v2 (Vector3) the second control point
  69768. * @param v3 (Vector3) the end point of the Cubic Bezier
  69769. * @param nbPoints (integer) the wanted number of points in the curve
  69770. * @returns the created Curve3
  69771. */
  69772. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69773. /**
  69774. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69775. * @param p1 (Vector3) the origin point of the Hermite Spline
  69776. * @param t1 (Vector3) the tangent vector at the origin point
  69777. * @param p2 (Vector3) the end point of the Hermite Spline
  69778. * @param t2 (Vector3) the tangent vector at the end point
  69779. * @param nbPoints (integer) the wanted number of points in the curve
  69780. * @returns the created Curve3
  69781. */
  69782. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69783. /**
  69784. * Returns a Curve3 object along a CatmullRom Spline curve :
  69785. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69786. * @param nbPoints (integer) the wanted number of points between each curve control points
  69787. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69788. * @returns the created Curve3
  69789. */
  69790. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69791. /**
  69792. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69793. * A Curve3 is designed from a series of successive Vector3.
  69794. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69795. * @param points points which make up the curve
  69796. */
  69797. constructor(points: Vector3[]);
  69798. /**
  69799. * @returns the Curve3 stored array of successive Vector3
  69800. */
  69801. getPoints(): Vector3[];
  69802. /**
  69803. * @returns the computed length (float) of the curve.
  69804. */
  69805. length(): number;
  69806. /**
  69807. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69808. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69809. * curveA and curveB keep unchanged.
  69810. * @param curve the curve to continue from this curve
  69811. * @returns the newly constructed curve
  69812. */
  69813. continue(curve: DeepImmutable<Curve3>): Curve3;
  69814. private _computeLength;
  69815. }
  69816. }
  69817. declare module BABYLON {
  69818. /**
  69819. * This represents the main contract an easing function should follow.
  69820. * Easing functions are used throughout the animation system.
  69821. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69822. */
  69823. export interface IEasingFunction {
  69824. /**
  69825. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69826. * of the easing function.
  69827. * The link below provides some of the most common examples of easing functions.
  69828. * @see https://easings.net/
  69829. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69830. * @returns the corresponding value on the curve defined by the easing function
  69831. */
  69832. ease(gradient: number): number;
  69833. }
  69834. /**
  69835. * Base class used for every default easing function.
  69836. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69837. */
  69838. export class EasingFunction implements IEasingFunction {
  69839. /**
  69840. * Interpolation follows the mathematical formula associated with the easing function.
  69841. */
  69842. static readonly EASINGMODE_EASEIN: number;
  69843. /**
  69844. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69845. */
  69846. static readonly EASINGMODE_EASEOUT: number;
  69847. /**
  69848. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69849. */
  69850. static readonly EASINGMODE_EASEINOUT: number;
  69851. private _easingMode;
  69852. /**
  69853. * Sets the easing mode of the current function.
  69854. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69855. */
  69856. setEasingMode(easingMode: number): void;
  69857. /**
  69858. * Gets the current easing mode.
  69859. * @returns the easing mode
  69860. */
  69861. getEasingMode(): number;
  69862. /**
  69863. * @hidden
  69864. */
  69865. easeInCore(gradient: number): number;
  69866. /**
  69867. * Given an input gradient between 0 and 1, this returns the corresponding value
  69868. * of the easing function.
  69869. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69870. * @returns the corresponding value on the curve defined by the easing function
  69871. */
  69872. ease(gradient: number): number;
  69873. }
  69874. /**
  69875. * Easing function with a circle shape (see link below).
  69876. * @see https://easings.net/#easeInCirc
  69877. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69878. */
  69879. export class CircleEase extends EasingFunction implements IEasingFunction {
  69880. /** @hidden */
  69881. easeInCore(gradient: number): number;
  69882. }
  69883. /**
  69884. * Easing function with a ease back shape (see link below).
  69885. * @see https://easings.net/#easeInBack
  69886. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69887. */
  69888. export class BackEase extends EasingFunction implements IEasingFunction {
  69889. /** Defines the amplitude of the function */
  69890. amplitude: number;
  69891. /**
  69892. * Instantiates a back ease easing
  69893. * @see https://easings.net/#easeInBack
  69894. * @param amplitude Defines the amplitude of the function
  69895. */
  69896. constructor(
  69897. /** Defines the amplitude of the function */
  69898. amplitude?: number);
  69899. /** @hidden */
  69900. easeInCore(gradient: number): number;
  69901. }
  69902. /**
  69903. * Easing function with a bouncing shape (see link below).
  69904. * @see https://easings.net/#easeInBounce
  69905. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69906. */
  69907. export class BounceEase extends EasingFunction implements IEasingFunction {
  69908. /** Defines the number of bounces */
  69909. bounces: number;
  69910. /** Defines the amplitude of the bounce */
  69911. bounciness: number;
  69912. /**
  69913. * Instantiates a bounce easing
  69914. * @see https://easings.net/#easeInBounce
  69915. * @param bounces Defines the number of bounces
  69916. * @param bounciness Defines the amplitude of the bounce
  69917. */
  69918. constructor(
  69919. /** Defines the number of bounces */
  69920. bounces?: number,
  69921. /** Defines the amplitude of the bounce */
  69922. bounciness?: number);
  69923. /** @hidden */
  69924. easeInCore(gradient: number): number;
  69925. }
  69926. /**
  69927. * Easing function with a power of 3 shape (see link below).
  69928. * @see https://easings.net/#easeInCubic
  69929. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69930. */
  69931. export class CubicEase extends EasingFunction implements IEasingFunction {
  69932. /** @hidden */
  69933. easeInCore(gradient: number): number;
  69934. }
  69935. /**
  69936. * Easing function with an elastic shape (see link below).
  69937. * @see https://easings.net/#easeInElastic
  69938. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69939. */
  69940. export class ElasticEase extends EasingFunction implements IEasingFunction {
  69941. /** Defines the number of oscillations*/
  69942. oscillations: number;
  69943. /** Defines the amplitude of the oscillations*/
  69944. springiness: number;
  69945. /**
  69946. * Instantiates an elastic easing function
  69947. * @see https://easings.net/#easeInElastic
  69948. * @param oscillations Defines the number of oscillations
  69949. * @param springiness Defines the amplitude of the oscillations
  69950. */
  69951. constructor(
  69952. /** Defines the number of oscillations*/
  69953. oscillations?: number,
  69954. /** Defines the amplitude of the oscillations*/
  69955. springiness?: number);
  69956. /** @hidden */
  69957. easeInCore(gradient: number): number;
  69958. }
  69959. /**
  69960. * Easing function with an exponential shape (see link below).
  69961. * @see https://easings.net/#easeInExpo
  69962. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69963. */
  69964. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  69965. /** Defines the exponent of the function */
  69966. exponent: number;
  69967. /**
  69968. * Instantiates an exponential easing function
  69969. * @see https://easings.net/#easeInExpo
  69970. * @param exponent Defines the exponent of the function
  69971. */
  69972. constructor(
  69973. /** Defines the exponent of the function */
  69974. exponent?: number);
  69975. /** @hidden */
  69976. easeInCore(gradient: number): number;
  69977. }
  69978. /**
  69979. * Easing function with a power shape (see link below).
  69980. * @see https://easings.net/#easeInQuad
  69981. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69982. */
  69983. export class PowerEase extends EasingFunction implements IEasingFunction {
  69984. /** Defines the power of the function */
  69985. power: number;
  69986. /**
  69987. * Instantiates an power base easing function
  69988. * @see https://easings.net/#easeInQuad
  69989. * @param power Defines the power of the function
  69990. */
  69991. constructor(
  69992. /** Defines the power of the function */
  69993. power?: number);
  69994. /** @hidden */
  69995. easeInCore(gradient: number): number;
  69996. }
  69997. /**
  69998. * Easing function with a power of 2 shape (see link below).
  69999. * @see https://easings.net/#easeInQuad
  70000. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70001. */
  70002. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70003. /** @hidden */
  70004. easeInCore(gradient: number): number;
  70005. }
  70006. /**
  70007. * Easing function with a power of 4 shape (see link below).
  70008. * @see https://easings.net/#easeInQuart
  70009. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70010. */
  70011. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70012. /** @hidden */
  70013. easeInCore(gradient: number): number;
  70014. }
  70015. /**
  70016. * Easing function with a power of 5 shape (see link below).
  70017. * @see https://easings.net/#easeInQuint
  70018. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70019. */
  70020. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70021. /** @hidden */
  70022. easeInCore(gradient: number): number;
  70023. }
  70024. /**
  70025. * Easing function with a sin shape (see link below).
  70026. * @see https://easings.net/#easeInSine
  70027. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70028. */
  70029. export class SineEase extends EasingFunction implements IEasingFunction {
  70030. /** @hidden */
  70031. easeInCore(gradient: number): number;
  70032. }
  70033. /**
  70034. * Easing function with a bezier shape (see link below).
  70035. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70036. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70037. */
  70038. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70039. /** Defines the x component of the start tangent in the bezier curve */
  70040. x1: number;
  70041. /** Defines the y component of the start tangent in the bezier curve */
  70042. y1: number;
  70043. /** Defines the x component of the end tangent in the bezier curve */
  70044. x2: number;
  70045. /** Defines the y component of the end tangent in the bezier curve */
  70046. y2: number;
  70047. /**
  70048. * Instantiates a bezier function
  70049. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70050. * @param x1 Defines the x component of the start tangent in the bezier curve
  70051. * @param y1 Defines the y component of the start tangent in the bezier curve
  70052. * @param x2 Defines the x component of the end tangent in the bezier curve
  70053. * @param y2 Defines the y component of the end tangent in the bezier curve
  70054. */
  70055. constructor(
  70056. /** Defines the x component of the start tangent in the bezier curve */
  70057. x1?: number,
  70058. /** Defines the y component of the start tangent in the bezier curve */
  70059. y1?: number,
  70060. /** Defines the x component of the end tangent in the bezier curve */
  70061. x2?: number,
  70062. /** Defines the y component of the end tangent in the bezier curve */
  70063. y2?: number);
  70064. /** @hidden */
  70065. easeInCore(gradient: number): number;
  70066. }
  70067. }
  70068. declare module BABYLON {
  70069. /**
  70070. * Defines an interface which represents an animation key frame
  70071. */
  70072. export interface IAnimationKey {
  70073. /**
  70074. * Frame of the key frame
  70075. */
  70076. frame: number;
  70077. /**
  70078. * Value at the specifies key frame
  70079. */
  70080. value: any;
  70081. /**
  70082. * The input tangent for the cubic hermite spline
  70083. */
  70084. inTangent?: any;
  70085. /**
  70086. * The output tangent for the cubic hermite spline
  70087. */
  70088. outTangent?: any;
  70089. /**
  70090. * The animation interpolation type
  70091. */
  70092. interpolation?: AnimationKeyInterpolation;
  70093. }
  70094. /**
  70095. * Enum for the animation key frame interpolation type
  70096. */
  70097. export enum AnimationKeyInterpolation {
  70098. /**
  70099. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70100. */
  70101. STEP = 1
  70102. }
  70103. }
  70104. declare module BABYLON {
  70105. /**
  70106. * Represents the range of an animation
  70107. */
  70108. export class AnimationRange {
  70109. /**The name of the animation range**/
  70110. name: string;
  70111. /**The starting frame of the animation */
  70112. from: number;
  70113. /**The ending frame of the animation*/
  70114. to: number;
  70115. /**
  70116. * Initializes the range of an animation
  70117. * @param name The name of the animation range
  70118. * @param from The starting frame of the animation
  70119. * @param to The ending frame of the animation
  70120. */
  70121. constructor(
  70122. /**The name of the animation range**/
  70123. name: string,
  70124. /**The starting frame of the animation */
  70125. from: number,
  70126. /**The ending frame of the animation*/
  70127. to: number);
  70128. /**
  70129. * Makes a copy of the animation range
  70130. * @returns A copy of the animation range
  70131. */
  70132. clone(): AnimationRange;
  70133. }
  70134. }
  70135. declare module BABYLON {
  70136. /**
  70137. * Composed of a frame, and an action function
  70138. */
  70139. export class AnimationEvent {
  70140. /** The frame for which the event is triggered **/
  70141. frame: number;
  70142. /** The event to perform when triggered **/
  70143. action: (currentFrame: number) => void;
  70144. /** Specifies if the event should be triggered only once**/
  70145. onlyOnce?: boolean | undefined;
  70146. /**
  70147. * Specifies if the animation event is done
  70148. */
  70149. isDone: boolean;
  70150. /**
  70151. * Initializes the animation event
  70152. * @param frame The frame for which the event is triggered
  70153. * @param action The event to perform when triggered
  70154. * @param onlyOnce Specifies if the event should be triggered only once
  70155. */
  70156. constructor(
  70157. /** The frame for which the event is triggered **/
  70158. frame: number,
  70159. /** The event to perform when triggered **/
  70160. action: (currentFrame: number) => void,
  70161. /** Specifies if the event should be triggered only once**/
  70162. onlyOnce?: boolean | undefined);
  70163. /** @hidden */
  70164. _clone(): AnimationEvent;
  70165. }
  70166. }
  70167. declare module BABYLON {
  70168. /**
  70169. * Interface used to define a behavior
  70170. */
  70171. export interface Behavior<T> {
  70172. /** gets or sets behavior's name */
  70173. name: string;
  70174. /**
  70175. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70176. */
  70177. init(): void;
  70178. /**
  70179. * Called when the behavior is attached to a target
  70180. * @param target defines the target where the behavior is attached to
  70181. */
  70182. attach(target: T): void;
  70183. /**
  70184. * Called when the behavior is detached from its target
  70185. */
  70186. detach(): void;
  70187. }
  70188. /**
  70189. * Interface implemented by classes supporting behaviors
  70190. */
  70191. export interface IBehaviorAware<T> {
  70192. /**
  70193. * Attach a behavior
  70194. * @param behavior defines the behavior to attach
  70195. * @returns the current host
  70196. */
  70197. addBehavior(behavior: Behavior<T>): T;
  70198. /**
  70199. * Remove a behavior from the current object
  70200. * @param behavior defines the behavior to detach
  70201. * @returns the current host
  70202. */
  70203. removeBehavior(behavior: Behavior<T>): T;
  70204. /**
  70205. * Gets a behavior using its name to search
  70206. * @param name defines the name to search
  70207. * @returns the behavior or null if not found
  70208. */
  70209. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70210. }
  70211. }
  70212. declare module BABYLON {
  70213. /**
  70214. * Defines an array and its length.
  70215. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70216. */
  70217. export interface ISmartArrayLike<T> {
  70218. /**
  70219. * The data of the array.
  70220. */
  70221. data: Array<T>;
  70222. /**
  70223. * The active length of the array.
  70224. */
  70225. length: number;
  70226. }
  70227. /**
  70228. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70229. */
  70230. export class SmartArray<T> implements ISmartArrayLike<T> {
  70231. /**
  70232. * The full set of data from the array.
  70233. */
  70234. data: Array<T>;
  70235. /**
  70236. * The active length of the array.
  70237. */
  70238. length: number;
  70239. protected _id: number;
  70240. /**
  70241. * Instantiates a Smart Array.
  70242. * @param capacity defines the default capacity of the array.
  70243. */
  70244. constructor(capacity: number);
  70245. /**
  70246. * Pushes a value at the end of the active data.
  70247. * @param value defines the object to push in the array.
  70248. */
  70249. push(value: T): void;
  70250. /**
  70251. * Iterates over the active data and apply the lambda to them.
  70252. * @param func defines the action to apply on each value.
  70253. */
  70254. forEach(func: (content: T) => void): void;
  70255. /**
  70256. * Sorts the full sets of data.
  70257. * @param compareFn defines the comparison function to apply.
  70258. */
  70259. sort(compareFn: (a: T, b: T) => number): void;
  70260. /**
  70261. * Resets the active data to an empty array.
  70262. */
  70263. reset(): void;
  70264. /**
  70265. * Releases all the data from the array as well as the array.
  70266. */
  70267. dispose(): void;
  70268. /**
  70269. * Concats the active data with a given array.
  70270. * @param array defines the data to concatenate with.
  70271. */
  70272. concat(array: any): void;
  70273. /**
  70274. * Returns the position of a value in the active data.
  70275. * @param value defines the value to find the index for
  70276. * @returns the index if found in the active data otherwise -1
  70277. */
  70278. indexOf(value: T): number;
  70279. /**
  70280. * Returns whether an element is part of the active data.
  70281. * @param value defines the value to look for
  70282. * @returns true if found in the active data otherwise false
  70283. */
  70284. contains(value: T): boolean;
  70285. private static _GlobalId;
  70286. }
  70287. /**
  70288. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70289. * The data in this array can only be present once
  70290. */
  70291. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70292. private _duplicateId;
  70293. /**
  70294. * Pushes a value at the end of the active data.
  70295. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70296. * @param value defines the object to push in the array.
  70297. */
  70298. push(value: T): void;
  70299. /**
  70300. * Pushes a value at the end of the active data.
  70301. * If the data is already present, it won t be added again
  70302. * @param value defines the object to push in the array.
  70303. * @returns true if added false if it was already present
  70304. */
  70305. pushNoDuplicate(value: T): boolean;
  70306. /**
  70307. * Resets the active data to an empty array.
  70308. */
  70309. reset(): void;
  70310. /**
  70311. * Concats the active data with a given array.
  70312. * This ensures no dupplicate will be present in the result.
  70313. * @param array defines the data to concatenate with.
  70314. */
  70315. concatWithNoDuplicate(array: any): void;
  70316. }
  70317. }
  70318. declare module BABYLON {
  70319. /**
  70320. * @ignore
  70321. * This is a list of all the different input types that are available in the application.
  70322. * Fo instance: ArcRotateCameraGamepadInput...
  70323. */
  70324. export var CameraInputTypes: {};
  70325. /**
  70326. * This is the contract to implement in order to create a new input class.
  70327. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70328. */
  70329. export interface ICameraInput<TCamera extends Camera> {
  70330. /**
  70331. * Defines the camera the input is attached to.
  70332. */
  70333. camera: Nullable<TCamera>;
  70334. /**
  70335. * Gets the class name of the current intput.
  70336. * @returns the class name
  70337. */
  70338. getClassName(): string;
  70339. /**
  70340. * Get the friendly name associated with the input class.
  70341. * @returns the input friendly name
  70342. */
  70343. getSimpleName(): string;
  70344. /**
  70345. * Attach the input controls to a specific dom element to get the input from.
  70346. * @param element Defines the element the controls should be listened from
  70347. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70348. */
  70349. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70350. /**
  70351. * Detach the current controls from the specified dom element.
  70352. * @param element Defines the element to stop listening the inputs from
  70353. */
  70354. detachControl(element: Nullable<HTMLElement>): void;
  70355. /**
  70356. * Update the current camera state depending on the inputs that have been used this frame.
  70357. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70358. */
  70359. checkInputs?: () => void;
  70360. }
  70361. /**
  70362. * Represents a map of input types to input instance or input index to input instance.
  70363. */
  70364. export interface CameraInputsMap<TCamera extends Camera> {
  70365. /**
  70366. * Accessor to the input by input type.
  70367. */
  70368. [name: string]: ICameraInput<TCamera>;
  70369. /**
  70370. * Accessor to the input by input index.
  70371. */
  70372. [idx: number]: ICameraInput<TCamera>;
  70373. }
  70374. /**
  70375. * This represents the input manager used within a camera.
  70376. * It helps dealing with all the different kind of input attached to a camera.
  70377. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70378. */
  70379. export class CameraInputsManager<TCamera extends Camera> {
  70380. /**
  70381. * Defines the list of inputs attahed to the camera.
  70382. */
  70383. attached: CameraInputsMap<TCamera>;
  70384. /**
  70385. * Defines the dom element the camera is collecting inputs from.
  70386. * This is null if the controls have not been attached.
  70387. */
  70388. attachedElement: Nullable<HTMLElement>;
  70389. /**
  70390. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70391. */
  70392. noPreventDefault: boolean;
  70393. /**
  70394. * Defined the camera the input manager belongs to.
  70395. */
  70396. camera: TCamera;
  70397. /**
  70398. * Update the current camera state depending on the inputs that have been used this frame.
  70399. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70400. */
  70401. checkInputs: () => void;
  70402. /**
  70403. * Instantiate a new Camera Input Manager.
  70404. * @param camera Defines the camera the input manager blongs to
  70405. */
  70406. constructor(camera: TCamera);
  70407. /**
  70408. * Add an input method to a camera
  70409. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70410. * @param input camera input method
  70411. */
  70412. add(input: ICameraInput<TCamera>): void;
  70413. /**
  70414. * Remove a specific input method from a camera
  70415. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70416. * @param inputToRemove camera input method
  70417. */
  70418. remove(inputToRemove: ICameraInput<TCamera>): void;
  70419. /**
  70420. * Remove a specific input type from a camera
  70421. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70422. * @param inputType the type of the input to remove
  70423. */
  70424. removeByType(inputType: string): void;
  70425. private _addCheckInputs;
  70426. /**
  70427. * Attach the input controls to the currently attached dom element to listen the events from.
  70428. * @param input Defines the input to attach
  70429. */
  70430. attachInput(input: ICameraInput<TCamera>): void;
  70431. /**
  70432. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70433. * @param element Defines the dom element to collect the events from
  70434. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70435. */
  70436. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70437. /**
  70438. * Detach the current manager inputs controls from a specific dom element.
  70439. * @param element Defines the dom element to collect the events from
  70440. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70441. */
  70442. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70443. /**
  70444. * Rebuild the dynamic inputCheck function from the current list of
  70445. * defined inputs in the manager.
  70446. */
  70447. rebuildInputCheck(): void;
  70448. /**
  70449. * Remove all attached input methods from a camera
  70450. */
  70451. clear(): void;
  70452. /**
  70453. * Serialize the current input manager attached to a camera.
  70454. * This ensures than once parsed,
  70455. * the input associated to the camera will be identical to the current ones
  70456. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70457. */
  70458. serialize(serializedCamera: any): void;
  70459. /**
  70460. * Parses an input manager serialized JSON to restore the previous list of inputs
  70461. * and states associated to a camera.
  70462. * @param parsedCamera Defines the JSON to parse
  70463. */
  70464. parse(parsedCamera: any): void;
  70465. }
  70466. }
  70467. declare module BABYLON {
  70468. /**
  70469. * @hidden
  70470. */
  70471. export class IntersectionInfo {
  70472. bu: Nullable<number>;
  70473. bv: Nullable<number>;
  70474. distance: number;
  70475. faceId: number;
  70476. subMeshId: number;
  70477. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70478. }
  70479. }
  70480. declare module BABYLON {
  70481. /**
  70482. * Represens a plane by the equation ax + by + cz + d = 0
  70483. */
  70484. export class Plane {
  70485. private static _TmpMatrix;
  70486. /**
  70487. * Normal of the plane (a,b,c)
  70488. */
  70489. normal: Vector3;
  70490. /**
  70491. * d component of the plane
  70492. */
  70493. d: number;
  70494. /**
  70495. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70496. * @param a a component of the plane
  70497. * @param b b component of the plane
  70498. * @param c c component of the plane
  70499. * @param d d component of the plane
  70500. */
  70501. constructor(a: number, b: number, c: number, d: number);
  70502. /**
  70503. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70504. */
  70505. asArray(): number[];
  70506. /**
  70507. * @returns a new plane copied from the current Plane.
  70508. */
  70509. clone(): Plane;
  70510. /**
  70511. * @returns the string "Plane".
  70512. */
  70513. getClassName(): string;
  70514. /**
  70515. * @returns the Plane hash code.
  70516. */
  70517. getHashCode(): number;
  70518. /**
  70519. * Normalize the current Plane in place.
  70520. * @returns the updated Plane.
  70521. */
  70522. normalize(): Plane;
  70523. /**
  70524. * Applies a transformation the plane and returns the result
  70525. * @param transformation the transformation matrix to be applied to the plane
  70526. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70527. */
  70528. transform(transformation: DeepImmutable<Matrix>): Plane;
  70529. /**
  70530. * Calcualtte the dot product between the point and the plane normal
  70531. * @param point point to calculate the dot product with
  70532. * @returns the dot product (float) of the point coordinates and the plane normal.
  70533. */
  70534. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70535. /**
  70536. * Updates the current Plane from the plane defined by the three given points.
  70537. * @param point1 one of the points used to contruct the plane
  70538. * @param point2 one of the points used to contruct the plane
  70539. * @param point3 one of the points used to contruct the plane
  70540. * @returns the updated Plane.
  70541. */
  70542. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70543. /**
  70544. * Checks if the plane is facing a given direction
  70545. * @param direction the direction to check if the plane is facing
  70546. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70547. * @returns True is the vector "direction" is the same side than the plane normal.
  70548. */
  70549. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70550. /**
  70551. * Calculates the distance to a point
  70552. * @param point point to calculate distance to
  70553. * @returns the signed distance (float) from the given point to the Plane.
  70554. */
  70555. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70556. /**
  70557. * Creates a plane from an array
  70558. * @param array the array to create a plane from
  70559. * @returns a new Plane from the given array.
  70560. */
  70561. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70562. /**
  70563. * Creates a plane from three points
  70564. * @param point1 point used to create the plane
  70565. * @param point2 point used to create the plane
  70566. * @param point3 point used to create the plane
  70567. * @returns a new Plane defined by the three given points.
  70568. */
  70569. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70570. /**
  70571. * Creates a plane from an origin point and a normal
  70572. * @param origin origin of the plane to be constructed
  70573. * @param normal normal of the plane to be constructed
  70574. * @returns a new Plane the normal vector to this plane at the given origin point.
  70575. * Note : the vector "normal" is updated because normalized.
  70576. */
  70577. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70578. /**
  70579. * Calculates the distance from a plane and a point
  70580. * @param origin origin of the plane to be constructed
  70581. * @param normal normal of the plane to be constructed
  70582. * @param point point to calculate distance to
  70583. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70584. */
  70585. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70586. }
  70587. }
  70588. declare module BABYLON {
  70589. /**
  70590. * Class used to store bounding sphere information
  70591. */
  70592. export class BoundingSphere {
  70593. /**
  70594. * Gets the center of the bounding sphere in local space
  70595. */
  70596. readonly center: Vector3;
  70597. /**
  70598. * Radius of the bounding sphere in local space
  70599. */
  70600. radius: number;
  70601. /**
  70602. * Gets the center of the bounding sphere in world space
  70603. */
  70604. readonly centerWorld: Vector3;
  70605. /**
  70606. * Radius of the bounding sphere in world space
  70607. */
  70608. radiusWorld: number;
  70609. /**
  70610. * Gets the minimum vector in local space
  70611. */
  70612. readonly minimum: Vector3;
  70613. /**
  70614. * Gets the maximum vector in local space
  70615. */
  70616. readonly maximum: Vector3;
  70617. private _worldMatrix;
  70618. private static readonly TmpVector3;
  70619. /**
  70620. * Creates a new bounding sphere
  70621. * @param min defines the minimum vector (in local space)
  70622. * @param max defines the maximum vector (in local space)
  70623. * @param worldMatrix defines the new world matrix
  70624. */
  70625. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70626. /**
  70627. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70628. * @param min defines the new minimum vector (in local space)
  70629. * @param max defines the new maximum vector (in local space)
  70630. * @param worldMatrix defines the new world matrix
  70631. */
  70632. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70633. /**
  70634. * Scale the current bounding sphere by applying a scale factor
  70635. * @param factor defines the scale factor to apply
  70636. * @returns the current bounding box
  70637. */
  70638. scale(factor: number): BoundingSphere;
  70639. /**
  70640. * Gets the world matrix of the bounding box
  70641. * @returns a matrix
  70642. */
  70643. getWorldMatrix(): DeepImmutable<Matrix>;
  70644. /** @hidden */
  70645. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70646. /**
  70647. * Tests if the bounding sphere is intersecting the frustum planes
  70648. * @param frustumPlanes defines the frustum planes to test
  70649. * @returns true if there is an intersection
  70650. */
  70651. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70652. /**
  70653. * Tests if the bounding sphere center is in between the frustum planes.
  70654. * Used for optimistic fast inclusion.
  70655. * @param frustumPlanes defines the frustum planes to test
  70656. * @returns true if the sphere center is in between the frustum planes
  70657. */
  70658. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70659. /**
  70660. * Tests if a point is inside the bounding sphere
  70661. * @param point defines the point to test
  70662. * @returns true if the point is inside the bounding sphere
  70663. */
  70664. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70665. /**
  70666. * Checks if two sphere intersct
  70667. * @param sphere0 sphere 0
  70668. * @param sphere1 sphere 1
  70669. * @returns true if the speres intersect
  70670. */
  70671. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70672. }
  70673. }
  70674. declare module BABYLON {
  70675. /**
  70676. * Class used to store bounding box information
  70677. */
  70678. export class BoundingBox implements ICullable {
  70679. /**
  70680. * Gets the 8 vectors representing the bounding box in local space
  70681. */
  70682. readonly vectors: Vector3[];
  70683. /**
  70684. * Gets the center of the bounding box in local space
  70685. */
  70686. readonly center: Vector3;
  70687. /**
  70688. * Gets the center of the bounding box in world space
  70689. */
  70690. readonly centerWorld: Vector3;
  70691. /**
  70692. * Gets the extend size in local space
  70693. */
  70694. readonly extendSize: Vector3;
  70695. /**
  70696. * Gets the extend size in world space
  70697. */
  70698. readonly extendSizeWorld: Vector3;
  70699. /**
  70700. * Gets the OBB (object bounding box) directions
  70701. */
  70702. readonly directions: Vector3[];
  70703. /**
  70704. * Gets the 8 vectors representing the bounding box in world space
  70705. */
  70706. readonly vectorsWorld: Vector3[];
  70707. /**
  70708. * Gets the minimum vector in world space
  70709. */
  70710. readonly minimumWorld: Vector3;
  70711. /**
  70712. * Gets the maximum vector in world space
  70713. */
  70714. readonly maximumWorld: Vector3;
  70715. /**
  70716. * Gets the minimum vector in local space
  70717. */
  70718. readonly minimum: Vector3;
  70719. /**
  70720. * Gets the maximum vector in local space
  70721. */
  70722. readonly maximum: Vector3;
  70723. private _worldMatrix;
  70724. private static readonly TmpVector3;
  70725. /**
  70726. * @hidden
  70727. */
  70728. _tag: number;
  70729. /**
  70730. * Creates a new bounding box
  70731. * @param min defines the minimum vector (in local space)
  70732. * @param max defines the maximum vector (in local space)
  70733. * @param worldMatrix defines the new world matrix
  70734. */
  70735. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70736. /**
  70737. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70738. * @param min defines the new minimum vector (in local space)
  70739. * @param max defines the new maximum vector (in local space)
  70740. * @param worldMatrix defines the new world matrix
  70741. */
  70742. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70743. /**
  70744. * Scale the current bounding box by applying a scale factor
  70745. * @param factor defines the scale factor to apply
  70746. * @returns the current bounding box
  70747. */
  70748. scale(factor: number): BoundingBox;
  70749. /**
  70750. * Gets the world matrix of the bounding box
  70751. * @returns a matrix
  70752. */
  70753. getWorldMatrix(): DeepImmutable<Matrix>;
  70754. /** @hidden */
  70755. _update(world: DeepImmutable<Matrix>): void;
  70756. /**
  70757. * Tests if the bounding box is intersecting the frustum planes
  70758. * @param frustumPlanes defines the frustum planes to test
  70759. * @returns true if there is an intersection
  70760. */
  70761. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70762. /**
  70763. * Tests if the bounding box is entirely inside the frustum planes
  70764. * @param frustumPlanes defines the frustum planes to test
  70765. * @returns true if there is an inclusion
  70766. */
  70767. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70768. /**
  70769. * Tests if a point is inside the bounding box
  70770. * @param point defines the point to test
  70771. * @returns true if the point is inside the bounding box
  70772. */
  70773. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70774. /**
  70775. * Tests if the bounding box intersects with a bounding sphere
  70776. * @param sphere defines the sphere to test
  70777. * @returns true if there is an intersection
  70778. */
  70779. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70780. /**
  70781. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70782. * @param min defines the min vector to use
  70783. * @param max defines the max vector to use
  70784. * @returns true if there is an intersection
  70785. */
  70786. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70787. /**
  70788. * Tests if two bounding boxes are intersections
  70789. * @param box0 defines the first box to test
  70790. * @param box1 defines the second box to test
  70791. * @returns true if there is an intersection
  70792. */
  70793. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70794. /**
  70795. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70796. * @param minPoint defines the minimum vector of the bounding box
  70797. * @param maxPoint defines the maximum vector of the bounding box
  70798. * @param sphereCenter defines the sphere center
  70799. * @param sphereRadius defines the sphere radius
  70800. * @returns true if there is an intersection
  70801. */
  70802. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70803. /**
  70804. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70805. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70806. * @param frustumPlanes defines the frustum planes to test
  70807. * @return true if there is an inclusion
  70808. */
  70809. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70810. /**
  70811. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70812. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70813. * @param frustumPlanes defines the frustum planes to test
  70814. * @return true if there is an intersection
  70815. */
  70816. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70817. }
  70818. }
  70819. declare module BABYLON {
  70820. /** @hidden */
  70821. export class Collider {
  70822. /** Define if a collision was found */
  70823. collisionFound: boolean;
  70824. /**
  70825. * Define last intersection point in local space
  70826. */
  70827. intersectionPoint: Vector3;
  70828. /**
  70829. * Define last collided mesh
  70830. */
  70831. collidedMesh: Nullable<AbstractMesh>;
  70832. private _collisionPoint;
  70833. private _planeIntersectionPoint;
  70834. private _tempVector;
  70835. private _tempVector2;
  70836. private _tempVector3;
  70837. private _tempVector4;
  70838. private _edge;
  70839. private _baseToVertex;
  70840. private _destinationPoint;
  70841. private _slidePlaneNormal;
  70842. private _displacementVector;
  70843. /** @hidden */
  70844. _radius: Vector3;
  70845. /** @hidden */
  70846. _retry: number;
  70847. private _velocity;
  70848. private _basePoint;
  70849. private _epsilon;
  70850. /** @hidden */
  70851. _velocityWorldLength: number;
  70852. /** @hidden */
  70853. _basePointWorld: Vector3;
  70854. private _velocityWorld;
  70855. private _normalizedVelocity;
  70856. /** @hidden */
  70857. _initialVelocity: Vector3;
  70858. /** @hidden */
  70859. _initialPosition: Vector3;
  70860. private _nearestDistance;
  70861. private _collisionMask;
  70862. collisionMask: number;
  70863. /**
  70864. * Gets the plane normal used to compute the sliding response (in local space)
  70865. */
  70866. readonly slidePlaneNormal: Vector3;
  70867. /** @hidden */
  70868. _initialize(source: Vector3, dir: Vector3, e: number): void;
  70869. /** @hidden */
  70870. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  70871. /** @hidden */
  70872. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  70873. /** @hidden */
  70874. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70875. /** @hidden */
  70876. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70877. /** @hidden */
  70878. _getResponse(pos: Vector3, vel: Vector3): void;
  70879. }
  70880. }
  70881. declare module BABYLON {
  70882. /**
  70883. * Interface for cullable objects
  70884. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  70885. */
  70886. export interface ICullable {
  70887. /**
  70888. * Checks if the object or part of the object is in the frustum
  70889. * @param frustumPlanes Camera near/planes
  70890. * @returns true if the object is in frustum otherwise false
  70891. */
  70892. isInFrustum(frustumPlanes: Plane[]): boolean;
  70893. /**
  70894. * Checks if a cullable object (mesh...) is in the camera frustum
  70895. * Unlike isInFrustum this cheks the full bounding box
  70896. * @param frustumPlanes Camera near/planes
  70897. * @returns true if the object is in frustum otherwise false
  70898. */
  70899. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  70900. }
  70901. /**
  70902. * Info for a bounding data of a mesh
  70903. */
  70904. export class BoundingInfo implements ICullable {
  70905. /**
  70906. * Bounding box for the mesh
  70907. */
  70908. readonly boundingBox: BoundingBox;
  70909. /**
  70910. * Bounding sphere for the mesh
  70911. */
  70912. readonly boundingSphere: BoundingSphere;
  70913. private _isLocked;
  70914. private static readonly TmpVector3;
  70915. /**
  70916. * Constructs bounding info
  70917. * @param minimum min vector of the bounding box/sphere
  70918. * @param maximum max vector of the bounding box/sphere
  70919. * @param worldMatrix defines the new world matrix
  70920. */
  70921. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70922. /**
  70923. * Recreates the entire bounding info from scratch as if we call the constructor in place
  70924. * @param min defines the new minimum vector (in local space)
  70925. * @param max defines the new maximum vector (in local space)
  70926. * @param worldMatrix defines the new world matrix
  70927. */
  70928. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70929. /**
  70930. * min vector of the bounding box/sphere
  70931. */
  70932. readonly minimum: Vector3;
  70933. /**
  70934. * max vector of the bounding box/sphere
  70935. */
  70936. readonly maximum: Vector3;
  70937. /**
  70938. * If the info is locked and won't be updated to avoid perf overhead
  70939. */
  70940. isLocked: boolean;
  70941. /**
  70942. * Updates the bounding sphere and box
  70943. * @param world world matrix to be used to update
  70944. */
  70945. update(world: DeepImmutable<Matrix>): void;
  70946. /**
  70947. * Recreate the bounding info to be centered around a specific point given a specific extend.
  70948. * @param center New center of the bounding info
  70949. * @param extend New extend of the bounding info
  70950. * @returns the current bounding info
  70951. */
  70952. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  70953. /**
  70954. * Scale the current bounding info by applying a scale factor
  70955. * @param factor defines the scale factor to apply
  70956. * @returns the current bounding info
  70957. */
  70958. scale(factor: number): BoundingInfo;
  70959. /**
  70960. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  70961. * @param frustumPlanes defines the frustum to test
  70962. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  70963. * @returns true if the bounding info is in the frustum planes
  70964. */
  70965. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  70966. /**
  70967. * Gets the world distance between the min and max points of the bounding box
  70968. */
  70969. readonly diagonalLength: number;
  70970. /**
  70971. * Checks if a cullable object (mesh...) is in the camera frustum
  70972. * Unlike isInFrustum this cheks the full bounding box
  70973. * @param frustumPlanes Camera near/planes
  70974. * @returns true if the object is in frustum otherwise false
  70975. */
  70976. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70977. /** @hidden */
  70978. _checkCollision(collider: Collider): boolean;
  70979. /**
  70980. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  70981. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70982. * @param point the point to check intersection with
  70983. * @returns if the point intersects
  70984. */
  70985. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70986. /**
  70987. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  70988. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70989. * @param boundingInfo the bounding info to check intersection with
  70990. * @param precise if the intersection should be done using OBB
  70991. * @returns if the bounding info intersects
  70992. */
  70993. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  70994. }
  70995. }
  70996. declare module BABYLON {
  70997. /**
  70998. * Extracts minimum and maximum values from a list of indexed positions
  70999. * @param positions defines the positions to use
  71000. * @param indices defines the indices to the positions
  71001. * @param indexStart defines the start index
  71002. * @param indexCount defines the end index
  71003. * @param bias defines bias value to add to the result
  71004. * @return minimum and maximum values
  71005. */
  71006. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71007. minimum: Vector3;
  71008. maximum: Vector3;
  71009. };
  71010. /**
  71011. * Extracts minimum and maximum values from a list of positions
  71012. * @param positions defines the positions to use
  71013. * @param start defines the start index in the positions array
  71014. * @param count defines the number of positions to handle
  71015. * @param bias defines bias value to add to the result
  71016. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71017. * @return minimum and maximum values
  71018. */
  71019. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71020. minimum: Vector3;
  71021. maximum: Vector3;
  71022. };
  71023. }
  71024. declare module BABYLON {
  71025. /**
  71026. * Enum that determines the text-wrapping mode to use.
  71027. */
  71028. export enum InspectableType {
  71029. /**
  71030. * Checkbox for booleans
  71031. */
  71032. Checkbox = 0,
  71033. /**
  71034. * Sliders for numbers
  71035. */
  71036. Slider = 1,
  71037. /**
  71038. * Vector3
  71039. */
  71040. Vector3 = 2,
  71041. /**
  71042. * Quaternions
  71043. */
  71044. Quaternion = 3,
  71045. /**
  71046. * Color3
  71047. */
  71048. Color3 = 4,
  71049. /**
  71050. * String
  71051. */
  71052. String = 5
  71053. }
  71054. /**
  71055. * Interface used to define custom inspectable properties.
  71056. * This interface is used by the inspector to display custom property grids
  71057. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71058. */
  71059. export interface IInspectable {
  71060. /**
  71061. * Gets the label to display
  71062. */
  71063. label: string;
  71064. /**
  71065. * Gets the name of the property to edit
  71066. */
  71067. propertyName: string;
  71068. /**
  71069. * Gets the type of the editor to use
  71070. */
  71071. type: InspectableType;
  71072. /**
  71073. * Gets the minimum value of the property when using in "slider" mode
  71074. */
  71075. min?: number;
  71076. /**
  71077. * Gets the maximum value of the property when using in "slider" mode
  71078. */
  71079. max?: number;
  71080. /**
  71081. * Gets the setp to use when using in "slider" mode
  71082. */
  71083. step?: number;
  71084. }
  71085. }
  71086. declare module BABYLON {
  71087. /**
  71088. * Class used to provide helper for timing
  71089. */
  71090. export class TimingTools {
  71091. /**
  71092. * Polyfill for setImmediate
  71093. * @param action defines the action to execute after the current execution block
  71094. */
  71095. static SetImmediate(action: () => void): void;
  71096. }
  71097. }
  71098. declare module BABYLON {
  71099. /**
  71100. * Class used to enable instatition of objects by class name
  71101. */
  71102. export class InstantiationTools {
  71103. /**
  71104. * Use this object to register external classes like custom textures or material
  71105. * to allow the laoders to instantiate them
  71106. */
  71107. static RegisteredExternalClasses: {
  71108. [key: string]: Object;
  71109. };
  71110. /**
  71111. * Tries to instantiate a new object from a given class name
  71112. * @param className defines the class name to instantiate
  71113. * @returns the new object or null if the system was not able to do the instantiation
  71114. */
  71115. static Instantiate(className: string): any;
  71116. }
  71117. }
  71118. declare module BABYLON {
  71119. /**
  71120. * This represents the required contract to create a new type of texture loader.
  71121. */
  71122. export interface IInternalTextureLoader {
  71123. /**
  71124. * Defines wether the loader supports cascade loading the different faces.
  71125. */
  71126. supportCascades: boolean;
  71127. /**
  71128. * This returns if the loader support the current file information.
  71129. * @param extension defines the file extension of the file being loaded
  71130. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71131. * @param fallback defines the fallback internal texture if any
  71132. * @param isBase64 defines whether the texture is encoded as a base64
  71133. * @param isBuffer defines whether the texture data are stored as a buffer
  71134. * @returns true if the loader can load the specified file
  71135. */
  71136. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71137. /**
  71138. * Transform the url before loading if required.
  71139. * @param rootUrl the url of the texture
  71140. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71141. * @returns the transformed texture
  71142. */
  71143. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71144. /**
  71145. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71146. * @param rootUrl the url of the texture
  71147. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71148. * @returns the fallback texture
  71149. */
  71150. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71151. /**
  71152. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71153. * @param data contains the texture data
  71154. * @param texture defines the BabylonJS internal texture
  71155. * @param createPolynomials will be true if polynomials have been requested
  71156. * @param onLoad defines the callback to trigger once the texture is ready
  71157. * @param onError defines the callback to trigger in case of error
  71158. */
  71159. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71160. /**
  71161. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71162. * @param data contains the texture data
  71163. * @param texture defines the BabylonJS internal texture
  71164. * @param callback defines the method to call once ready to upload
  71165. */
  71166. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71167. }
  71168. }
  71169. declare module BABYLON {
  71170. interface Engine {
  71171. /**
  71172. * Creates a depth stencil cube texture.
  71173. * This is only available in WebGL 2.
  71174. * @param size The size of face edge in the cube texture.
  71175. * @param options The options defining the cube texture.
  71176. * @returns The cube texture
  71177. */
  71178. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71179. /**
  71180. * Creates a cube texture
  71181. * @param rootUrl defines the url where the files to load is located
  71182. * @param scene defines the current scene
  71183. * @param files defines the list of files to load (1 per face)
  71184. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71185. * @param onLoad defines an optional callback raised when the texture is loaded
  71186. * @param onError defines an optional callback raised if there is an issue to load the texture
  71187. * @param format defines the format of the data
  71188. * @param forcedExtension defines the extension to use to pick the right loader
  71189. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71190. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71191. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71192. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71193. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71194. * @returns the cube texture as an InternalTexture
  71195. */
  71196. 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;
  71197. /**
  71198. * Creates a cube texture
  71199. * @param rootUrl defines the url where the files to load is located
  71200. * @param scene defines the current scene
  71201. * @param files defines the list of files to load (1 per face)
  71202. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71203. * @param onLoad defines an optional callback raised when the texture is loaded
  71204. * @param onError defines an optional callback raised if there is an issue to load the texture
  71205. * @param format defines the format of the data
  71206. * @param forcedExtension defines the extension to use to pick the right loader
  71207. * @returns the cube texture as an InternalTexture
  71208. */
  71209. 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;
  71210. /**
  71211. * Creates a cube texture
  71212. * @param rootUrl defines the url where the files to load is located
  71213. * @param scene defines the current scene
  71214. * @param files defines the list of files to load (1 per face)
  71215. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71216. * @param onLoad defines an optional callback raised when the texture is loaded
  71217. * @param onError defines an optional callback raised if there is an issue to load the texture
  71218. * @param format defines the format of the data
  71219. * @param forcedExtension defines the extension to use to pick the right loader
  71220. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71221. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71222. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71223. * @returns the cube texture as an InternalTexture
  71224. */
  71225. 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;
  71226. /** @hidden */
  71227. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71228. /** @hidden */
  71229. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71230. /** @hidden */
  71231. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71232. /** @hidden */
  71233. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71234. }
  71235. }
  71236. declare module BABYLON {
  71237. /**
  71238. * Class for creating a cube texture
  71239. */
  71240. export class CubeTexture extends BaseTexture {
  71241. private _delayedOnLoad;
  71242. /**
  71243. * The url of the texture
  71244. */
  71245. url: string;
  71246. /**
  71247. * Gets or sets the center of the bounding box associated with the cube texture.
  71248. * It must define where the camera used to render the texture was set
  71249. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71250. */
  71251. boundingBoxPosition: Vector3;
  71252. private _boundingBoxSize;
  71253. /**
  71254. * Gets or sets the size of the bounding box associated with the cube texture
  71255. * When defined, the cubemap will switch to local mode
  71256. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71257. * @example https://www.babylonjs-playground.com/#RNASML
  71258. */
  71259. /**
  71260. * Returns the bounding box size
  71261. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71262. */
  71263. boundingBoxSize: Vector3;
  71264. protected _rotationY: number;
  71265. /**
  71266. * Sets texture matrix rotation angle around Y axis in radians.
  71267. */
  71268. /**
  71269. * Gets texture matrix rotation angle around Y axis radians.
  71270. */
  71271. rotationY: number;
  71272. /**
  71273. * Are mip maps generated for this texture or not.
  71274. */
  71275. readonly noMipmap: boolean;
  71276. private _noMipmap;
  71277. private _files;
  71278. private _extensions;
  71279. private _textureMatrix;
  71280. private _format;
  71281. private _createPolynomials;
  71282. /** @hidden */
  71283. _prefiltered: boolean;
  71284. /**
  71285. * Creates a cube texture from an array of image urls
  71286. * @param files defines an array of image urls
  71287. * @param scene defines the hosting scene
  71288. * @param noMipmap specifies if mip maps are not used
  71289. * @returns a cube texture
  71290. */
  71291. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71292. /**
  71293. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71294. * @param url defines the url of the prefiltered texture
  71295. * @param scene defines the scene the texture is attached to
  71296. * @param forcedExtension defines the extension of the file if different from the url
  71297. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71298. * @return the prefiltered texture
  71299. */
  71300. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71301. /**
  71302. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71303. * as prefiltered data.
  71304. * @param rootUrl defines the url of the texture or the root name of the six images
  71305. * @param scene defines the scene the texture is attached to
  71306. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71307. * @param noMipmap defines if mipmaps should be created or not
  71308. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71309. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71310. * @param onError defines a callback triggered in case of error during load
  71311. * @param format defines the internal format to use for the texture once loaded
  71312. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71313. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71314. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71315. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71316. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71317. * @return the cube texture
  71318. */
  71319. 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);
  71320. /**
  71321. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71322. */
  71323. readonly isPrefiltered: boolean;
  71324. /**
  71325. * Get the current class name of the texture useful for serialization or dynamic coding.
  71326. * @returns "CubeTexture"
  71327. */
  71328. getClassName(): string;
  71329. /**
  71330. * Update the url (and optional buffer) of this texture if url was null during construction.
  71331. * @param url the url of the texture
  71332. * @param forcedExtension defines the extension to use
  71333. * @param onLoad callback called when the texture is loaded (defaults to null)
  71334. */
  71335. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71336. /**
  71337. * Delays loading of the cube texture
  71338. * @param forcedExtension defines the extension to use
  71339. */
  71340. delayLoad(forcedExtension?: string): void;
  71341. /**
  71342. * Returns the reflection texture matrix
  71343. * @returns the reflection texture matrix
  71344. */
  71345. getReflectionTextureMatrix(): Matrix;
  71346. /**
  71347. * Sets the reflection texture matrix
  71348. * @param value Reflection texture matrix
  71349. */
  71350. setReflectionTextureMatrix(value: Matrix): void;
  71351. /**
  71352. * Parses text to create a cube texture
  71353. * @param parsedTexture define the serialized text to read from
  71354. * @param scene defines the hosting scene
  71355. * @param rootUrl defines the root url of the cube texture
  71356. * @returns a cube texture
  71357. */
  71358. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71359. /**
  71360. * Makes a clone, or deep copy, of the cube texture
  71361. * @returns a new cube texture
  71362. */
  71363. clone(): CubeTexture;
  71364. }
  71365. }
  71366. declare module BABYLON {
  71367. /**
  71368. * Manages the defines for the Material
  71369. */
  71370. export class MaterialDefines {
  71371. /** @hidden */
  71372. protected _keys: string[];
  71373. private _isDirty;
  71374. /** @hidden */
  71375. _renderId: number;
  71376. /** @hidden */
  71377. _areLightsDirty: boolean;
  71378. /** @hidden */
  71379. _areAttributesDirty: boolean;
  71380. /** @hidden */
  71381. _areTexturesDirty: boolean;
  71382. /** @hidden */
  71383. _areFresnelDirty: boolean;
  71384. /** @hidden */
  71385. _areMiscDirty: boolean;
  71386. /** @hidden */
  71387. _areImageProcessingDirty: boolean;
  71388. /** @hidden */
  71389. _normals: boolean;
  71390. /** @hidden */
  71391. _uvs: boolean;
  71392. /** @hidden */
  71393. _needNormals: boolean;
  71394. /** @hidden */
  71395. _needUVs: boolean;
  71396. [id: string]: any;
  71397. /**
  71398. * Specifies if the material needs to be re-calculated
  71399. */
  71400. readonly isDirty: boolean;
  71401. /**
  71402. * Marks the material to indicate that it has been re-calculated
  71403. */
  71404. markAsProcessed(): void;
  71405. /**
  71406. * Marks the material to indicate that it needs to be re-calculated
  71407. */
  71408. markAsUnprocessed(): void;
  71409. /**
  71410. * Marks the material to indicate all of its defines need to be re-calculated
  71411. */
  71412. markAllAsDirty(): void;
  71413. /**
  71414. * Marks the material to indicate that image processing needs to be re-calculated
  71415. */
  71416. markAsImageProcessingDirty(): void;
  71417. /**
  71418. * Marks the material to indicate the lights need to be re-calculated
  71419. */
  71420. markAsLightDirty(): void;
  71421. /**
  71422. * Marks the attribute state as changed
  71423. */
  71424. markAsAttributesDirty(): void;
  71425. /**
  71426. * Marks the texture state as changed
  71427. */
  71428. markAsTexturesDirty(): void;
  71429. /**
  71430. * Marks the fresnel state as changed
  71431. */
  71432. markAsFresnelDirty(): void;
  71433. /**
  71434. * Marks the misc state as changed
  71435. */
  71436. markAsMiscDirty(): void;
  71437. /**
  71438. * Rebuilds the material defines
  71439. */
  71440. rebuild(): void;
  71441. /**
  71442. * Specifies if two material defines are equal
  71443. * @param other - A material define instance to compare to
  71444. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71445. */
  71446. isEqual(other: MaterialDefines): boolean;
  71447. /**
  71448. * Clones this instance's defines to another instance
  71449. * @param other - material defines to clone values to
  71450. */
  71451. cloneTo(other: MaterialDefines): void;
  71452. /**
  71453. * Resets the material define values
  71454. */
  71455. reset(): void;
  71456. /**
  71457. * Converts the material define values to a string
  71458. * @returns - String of material define information
  71459. */
  71460. toString(): string;
  71461. }
  71462. }
  71463. declare module BABYLON {
  71464. /**
  71465. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71466. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71467. * 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;
  71468. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71469. */
  71470. export class ColorCurves {
  71471. private _dirty;
  71472. private _tempColor;
  71473. private _globalCurve;
  71474. private _highlightsCurve;
  71475. private _midtonesCurve;
  71476. private _shadowsCurve;
  71477. private _positiveCurve;
  71478. private _negativeCurve;
  71479. private _globalHue;
  71480. private _globalDensity;
  71481. private _globalSaturation;
  71482. private _globalExposure;
  71483. /**
  71484. * Gets the global Hue value.
  71485. * 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).
  71486. */
  71487. /**
  71488. * Sets the global Hue value.
  71489. * 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).
  71490. */
  71491. globalHue: number;
  71492. /**
  71493. * Gets the global Density value.
  71494. * 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.
  71495. * Values less than zero provide a filter of opposite hue.
  71496. */
  71497. /**
  71498. * Sets the global Density value.
  71499. * 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.
  71500. * Values less than zero provide a filter of opposite hue.
  71501. */
  71502. globalDensity: number;
  71503. /**
  71504. * Gets the global Saturation value.
  71505. * 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.
  71506. */
  71507. /**
  71508. * Sets the global Saturation value.
  71509. * 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.
  71510. */
  71511. globalSaturation: number;
  71512. /**
  71513. * Gets the global Exposure value.
  71514. * 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.
  71515. */
  71516. /**
  71517. * Sets the global Exposure value.
  71518. * 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.
  71519. */
  71520. globalExposure: number;
  71521. private _highlightsHue;
  71522. private _highlightsDensity;
  71523. private _highlightsSaturation;
  71524. private _highlightsExposure;
  71525. /**
  71526. * Gets the highlights Hue value.
  71527. * 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).
  71528. */
  71529. /**
  71530. * Sets the highlights Hue value.
  71531. * 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).
  71532. */
  71533. highlightsHue: number;
  71534. /**
  71535. * Gets the highlights Density value.
  71536. * 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.
  71537. * Values less than zero provide a filter of opposite hue.
  71538. */
  71539. /**
  71540. * Sets the highlights Density value.
  71541. * 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.
  71542. * Values less than zero provide a filter of opposite hue.
  71543. */
  71544. highlightsDensity: number;
  71545. /**
  71546. * Gets the highlights Saturation value.
  71547. * 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.
  71548. */
  71549. /**
  71550. * Sets the highlights Saturation value.
  71551. * 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.
  71552. */
  71553. highlightsSaturation: number;
  71554. /**
  71555. * Gets the highlights Exposure value.
  71556. * 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.
  71557. */
  71558. /**
  71559. * Sets the highlights Exposure value.
  71560. * 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.
  71561. */
  71562. highlightsExposure: number;
  71563. private _midtonesHue;
  71564. private _midtonesDensity;
  71565. private _midtonesSaturation;
  71566. private _midtonesExposure;
  71567. /**
  71568. * Gets the midtones Hue value.
  71569. * 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).
  71570. */
  71571. /**
  71572. * Sets the midtones Hue value.
  71573. * 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).
  71574. */
  71575. midtonesHue: number;
  71576. /**
  71577. * Gets the midtones Density value.
  71578. * 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.
  71579. * Values less than zero provide a filter of opposite hue.
  71580. */
  71581. /**
  71582. * Sets the midtones Density value.
  71583. * 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.
  71584. * Values less than zero provide a filter of opposite hue.
  71585. */
  71586. midtonesDensity: number;
  71587. /**
  71588. * Gets the midtones Saturation value.
  71589. * 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.
  71590. */
  71591. /**
  71592. * Sets the midtones Saturation value.
  71593. * 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.
  71594. */
  71595. midtonesSaturation: number;
  71596. /**
  71597. * Gets the midtones Exposure value.
  71598. * 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.
  71599. */
  71600. /**
  71601. * Sets the midtones Exposure value.
  71602. * 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.
  71603. */
  71604. midtonesExposure: number;
  71605. private _shadowsHue;
  71606. private _shadowsDensity;
  71607. private _shadowsSaturation;
  71608. private _shadowsExposure;
  71609. /**
  71610. * Gets the shadows Hue value.
  71611. * 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).
  71612. */
  71613. /**
  71614. * Sets the shadows Hue value.
  71615. * 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).
  71616. */
  71617. shadowsHue: number;
  71618. /**
  71619. * Gets the shadows Density value.
  71620. * 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.
  71621. * Values less than zero provide a filter of opposite hue.
  71622. */
  71623. /**
  71624. * Sets the shadows Density value.
  71625. * 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.
  71626. * Values less than zero provide a filter of opposite hue.
  71627. */
  71628. shadowsDensity: number;
  71629. /**
  71630. * Gets the shadows Saturation value.
  71631. * 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.
  71632. */
  71633. /**
  71634. * Sets the shadows Saturation value.
  71635. * 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.
  71636. */
  71637. shadowsSaturation: number;
  71638. /**
  71639. * Gets the shadows Exposure value.
  71640. * 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.
  71641. */
  71642. /**
  71643. * Sets the shadows Exposure value.
  71644. * 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.
  71645. */
  71646. shadowsExposure: number;
  71647. /**
  71648. * Returns the class name
  71649. * @returns The class name
  71650. */
  71651. getClassName(): string;
  71652. /**
  71653. * Binds the color curves to the shader.
  71654. * @param colorCurves The color curve to bind
  71655. * @param effect The effect to bind to
  71656. * @param positiveUniform The positive uniform shader parameter
  71657. * @param neutralUniform The neutral uniform shader parameter
  71658. * @param negativeUniform The negative uniform shader parameter
  71659. */
  71660. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71661. /**
  71662. * Prepare the list of uniforms associated with the ColorCurves effects.
  71663. * @param uniformsList The list of uniforms used in the effect
  71664. */
  71665. static PrepareUniforms(uniformsList: string[]): void;
  71666. /**
  71667. * Returns color grading data based on a hue, density, saturation and exposure value.
  71668. * @param filterHue The hue of the color filter.
  71669. * @param filterDensity The density of the color filter.
  71670. * @param saturation The saturation.
  71671. * @param exposure The exposure.
  71672. * @param result The result data container.
  71673. */
  71674. private getColorGradingDataToRef;
  71675. /**
  71676. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71677. * @param value The input slider value in range [-100,100].
  71678. * @returns Adjusted value.
  71679. */
  71680. private static applyColorGradingSliderNonlinear;
  71681. /**
  71682. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71683. * @param hue The hue (H) input.
  71684. * @param saturation The saturation (S) input.
  71685. * @param brightness The brightness (B) input.
  71686. * @result An RGBA color represented as Vector4.
  71687. */
  71688. private static fromHSBToRef;
  71689. /**
  71690. * Returns a value clamped between min and max
  71691. * @param value The value to clamp
  71692. * @param min The minimum of value
  71693. * @param max The maximum of value
  71694. * @returns The clamped value.
  71695. */
  71696. private static clamp;
  71697. /**
  71698. * Clones the current color curve instance.
  71699. * @return The cloned curves
  71700. */
  71701. clone(): ColorCurves;
  71702. /**
  71703. * Serializes the current color curve instance to a json representation.
  71704. * @return a JSON representation
  71705. */
  71706. serialize(): any;
  71707. /**
  71708. * Parses the color curve from a json representation.
  71709. * @param source the JSON source to parse
  71710. * @return The parsed curves
  71711. */
  71712. static Parse(source: any): ColorCurves;
  71713. }
  71714. }
  71715. declare module BABYLON {
  71716. /**
  71717. * Interface to follow in your material defines to integrate easily the
  71718. * Image proccessing functions.
  71719. * @hidden
  71720. */
  71721. export interface IImageProcessingConfigurationDefines {
  71722. IMAGEPROCESSING: boolean;
  71723. VIGNETTE: boolean;
  71724. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71725. VIGNETTEBLENDMODEOPAQUE: boolean;
  71726. TONEMAPPING: boolean;
  71727. TONEMAPPING_ACES: boolean;
  71728. CONTRAST: boolean;
  71729. EXPOSURE: boolean;
  71730. COLORCURVES: boolean;
  71731. COLORGRADING: boolean;
  71732. COLORGRADING3D: boolean;
  71733. SAMPLER3DGREENDEPTH: boolean;
  71734. SAMPLER3DBGRMAP: boolean;
  71735. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71736. }
  71737. /**
  71738. * @hidden
  71739. */
  71740. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71741. IMAGEPROCESSING: boolean;
  71742. VIGNETTE: boolean;
  71743. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71744. VIGNETTEBLENDMODEOPAQUE: boolean;
  71745. TONEMAPPING: boolean;
  71746. TONEMAPPING_ACES: boolean;
  71747. CONTRAST: boolean;
  71748. COLORCURVES: boolean;
  71749. COLORGRADING: boolean;
  71750. COLORGRADING3D: boolean;
  71751. SAMPLER3DGREENDEPTH: boolean;
  71752. SAMPLER3DBGRMAP: boolean;
  71753. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71754. EXPOSURE: boolean;
  71755. constructor();
  71756. }
  71757. /**
  71758. * This groups together the common properties used for image processing either in direct forward pass
  71759. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71760. * or not.
  71761. */
  71762. export class ImageProcessingConfiguration {
  71763. /**
  71764. * Default tone mapping applied in BabylonJS.
  71765. */
  71766. static readonly TONEMAPPING_STANDARD: number;
  71767. /**
  71768. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71769. * to other engines rendering to increase portability.
  71770. */
  71771. static readonly TONEMAPPING_ACES: number;
  71772. /**
  71773. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71774. */
  71775. colorCurves: Nullable<ColorCurves>;
  71776. private _colorCurvesEnabled;
  71777. /**
  71778. * Gets wether the color curves effect is enabled.
  71779. */
  71780. /**
  71781. * Sets wether the color curves effect is enabled.
  71782. */
  71783. colorCurvesEnabled: boolean;
  71784. private _colorGradingTexture;
  71785. /**
  71786. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71787. */
  71788. /**
  71789. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71790. */
  71791. colorGradingTexture: Nullable<BaseTexture>;
  71792. private _colorGradingEnabled;
  71793. /**
  71794. * Gets wether the color grading effect is enabled.
  71795. */
  71796. /**
  71797. * Sets wether the color grading effect is enabled.
  71798. */
  71799. colorGradingEnabled: boolean;
  71800. private _colorGradingWithGreenDepth;
  71801. /**
  71802. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71803. */
  71804. /**
  71805. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71806. */
  71807. colorGradingWithGreenDepth: boolean;
  71808. private _colorGradingBGR;
  71809. /**
  71810. * Gets wether the color grading texture contains BGR values.
  71811. */
  71812. /**
  71813. * Sets wether the color grading texture contains BGR values.
  71814. */
  71815. colorGradingBGR: boolean;
  71816. /** @hidden */
  71817. _exposure: number;
  71818. /**
  71819. * Gets the Exposure used in the effect.
  71820. */
  71821. /**
  71822. * Sets the Exposure used in the effect.
  71823. */
  71824. exposure: number;
  71825. private _toneMappingEnabled;
  71826. /**
  71827. * Gets wether the tone mapping effect is enabled.
  71828. */
  71829. /**
  71830. * Sets wether the tone mapping effect is enabled.
  71831. */
  71832. toneMappingEnabled: boolean;
  71833. private _toneMappingType;
  71834. /**
  71835. * Gets the type of tone mapping effect.
  71836. */
  71837. /**
  71838. * Sets the type of tone mapping effect used in BabylonJS.
  71839. */
  71840. toneMappingType: number;
  71841. protected _contrast: number;
  71842. /**
  71843. * Gets the contrast used in the effect.
  71844. */
  71845. /**
  71846. * Sets the contrast used in the effect.
  71847. */
  71848. contrast: number;
  71849. /**
  71850. * Vignette stretch size.
  71851. */
  71852. vignetteStretch: number;
  71853. /**
  71854. * Vignette centre X Offset.
  71855. */
  71856. vignetteCentreX: number;
  71857. /**
  71858. * Vignette centre Y Offset.
  71859. */
  71860. vignetteCentreY: number;
  71861. /**
  71862. * Vignette weight or intensity of the vignette effect.
  71863. */
  71864. vignetteWeight: number;
  71865. /**
  71866. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  71867. * if vignetteEnabled is set to true.
  71868. */
  71869. vignetteColor: Color4;
  71870. /**
  71871. * Camera field of view used by the Vignette effect.
  71872. */
  71873. vignetteCameraFov: number;
  71874. private _vignetteBlendMode;
  71875. /**
  71876. * Gets the vignette blend mode allowing different kind of effect.
  71877. */
  71878. /**
  71879. * Sets the vignette blend mode allowing different kind of effect.
  71880. */
  71881. vignetteBlendMode: number;
  71882. private _vignetteEnabled;
  71883. /**
  71884. * Gets wether the vignette effect is enabled.
  71885. */
  71886. /**
  71887. * Sets wether the vignette effect is enabled.
  71888. */
  71889. vignetteEnabled: boolean;
  71890. private _applyByPostProcess;
  71891. /**
  71892. * Gets wether the image processing is applied through a post process or not.
  71893. */
  71894. /**
  71895. * Sets wether the image processing is applied through a post process or not.
  71896. */
  71897. applyByPostProcess: boolean;
  71898. private _isEnabled;
  71899. /**
  71900. * Gets wether the image processing is enabled or not.
  71901. */
  71902. /**
  71903. * Sets wether the image processing is enabled or not.
  71904. */
  71905. isEnabled: boolean;
  71906. /**
  71907. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  71908. */
  71909. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  71910. /**
  71911. * Method called each time the image processing information changes requires to recompile the effect.
  71912. */
  71913. protected _updateParameters(): void;
  71914. /**
  71915. * Gets the current class name.
  71916. * @return "ImageProcessingConfiguration"
  71917. */
  71918. getClassName(): string;
  71919. /**
  71920. * Prepare the list of uniforms associated with the Image Processing effects.
  71921. * @param uniforms The list of uniforms used in the effect
  71922. * @param defines the list of defines currently in use
  71923. */
  71924. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  71925. /**
  71926. * Prepare the list of samplers associated with the Image Processing effects.
  71927. * @param samplersList The list of uniforms used in the effect
  71928. * @param defines the list of defines currently in use
  71929. */
  71930. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  71931. /**
  71932. * Prepare the list of defines associated to the shader.
  71933. * @param defines the list of defines to complete
  71934. * @param forPostProcess Define if we are currently in post process mode or not
  71935. */
  71936. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  71937. /**
  71938. * Returns true if all the image processing information are ready.
  71939. * @returns True if ready, otherwise, false
  71940. */
  71941. isReady(): boolean;
  71942. /**
  71943. * Binds the image processing to the shader.
  71944. * @param effect The effect to bind to
  71945. * @param aspectRatio Define the current aspect ratio of the effect
  71946. */
  71947. bind(effect: Effect, aspectRatio?: number): void;
  71948. /**
  71949. * Clones the current image processing instance.
  71950. * @return The cloned image processing
  71951. */
  71952. clone(): ImageProcessingConfiguration;
  71953. /**
  71954. * Serializes the current image processing instance to a json representation.
  71955. * @return a JSON representation
  71956. */
  71957. serialize(): any;
  71958. /**
  71959. * Parses the image processing from a json representation.
  71960. * @param source the JSON source to parse
  71961. * @return The parsed image processing
  71962. */
  71963. static Parse(source: any): ImageProcessingConfiguration;
  71964. private static _VIGNETTEMODE_MULTIPLY;
  71965. private static _VIGNETTEMODE_OPAQUE;
  71966. /**
  71967. * Used to apply the vignette as a mix with the pixel color.
  71968. */
  71969. static readonly VIGNETTEMODE_MULTIPLY: number;
  71970. /**
  71971. * Used to apply the vignette as a replacement of the pixel color.
  71972. */
  71973. static readonly VIGNETTEMODE_OPAQUE: number;
  71974. }
  71975. }
  71976. declare module BABYLON {
  71977. /** @hidden */
  71978. export var postprocessVertexShader: {
  71979. name: string;
  71980. shader: string;
  71981. };
  71982. }
  71983. declare module BABYLON {
  71984. /** Defines supported spaces */
  71985. export enum Space {
  71986. /** Local (object) space */
  71987. LOCAL = 0,
  71988. /** World space */
  71989. WORLD = 1,
  71990. /** Bone space */
  71991. BONE = 2
  71992. }
  71993. /** Defines the 3 main axes */
  71994. export class Axis {
  71995. /** X axis */
  71996. static X: Vector3;
  71997. /** Y axis */
  71998. static Y: Vector3;
  71999. /** Z axis */
  72000. static Z: Vector3;
  72001. }
  72002. }
  72003. declare module BABYLON {
  72004. /**
  72005. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72006. * This is the base of the follow, arc rotate cameras and Free camera
  72007. * @see http://doc.babylonjs.com/features/cameras
  72008. */
  72009. export class TargetCamera extends Camera {
  72010. private static _RigCamTransformMatrix;
  72011. private static _TargetTransformMatrix;
  72012. private static _TargetFocalPoint;
  72013. /**
  72014. * Define the current direction the camera is moving to
  72015. */
  72016. cameraDirection: Vector3;
  72017. /**
  72018. * Define the current rotation the camera is rotating to
  72019. */
  72020. cameraRotation: Vector2;
  72021. /**
  72022. * When set, the up vector of the camera will be updated by the rotation of the camera
  72023. */
  72024. updateUpVectorFromRotation: boolean;
  72025. private _tmpQuaternion;
  72026. /**
  72027. * Define the current rotation of the camera
  72028. */
  72029. rotation: Vector3;
  72030. /**
  72031. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72032. */
  72033. rotationQuaternion: Quaternion;
  72034. /**
  72035. * Define the current speed of the camera
  72036. */
  72037. speed: number;
  72038. /**
  72039. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72040. * around all axis.
  72041. */
  72042. noRotationConstraint: boolean;
  72043. /**
  72044. * Define the current target of the camera as an object or a position.
  72045. */
  72046. lockedTarget: any;
  72047. /** @hidden */
  72048. _currentTarget: Vector3;
  72049. /** @hidden */
  72050. _initialFocalDistance: number;
  72051. /** @hidden */
  72052. _viewMatrix: Matrix;
  72053. /** @hidden */
  72054. _camMatrix: Matrix;
  72055. /** @hidden */
  72056. _cameraTransformMatrix: Matrix;
  72057. /** @hidden */
  72058. _cameraRotationMatrix: Matrix;
  72059. /** @hidden */
  72060. _referencePoint: Vector3;
  72061. /** @hidden */
  72062. _transformedReferencePoint: Vector3;
  72063. protected _globalCurrentTarget: Vector3;
  72064. protected _globalCurrentUpVector: Vector3;
  72065. /** @hidden */
  72066. _reset: () => void;
  72067. private _defaultUp;
  72068. /**
  72069. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72070. * This is the base of the follow, arc rotate cameras and Free camera
  72071. * @see http://doc.babylonjs.com/features/cameras
  72072. * @param name Defines the name of the camera in the scene
  72073. * @param position Defines the start position of the camera in the scene
  72074. * @param scene Defines the scene the camera belongs to
  72075. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72076. */
  72077. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72078. /**
  72079. * Gets the position in front of the camera at a given distance.
  72080. * @param distance The distance from the camera we want the position to be
  72081. * @returns the position
  72082. */
  72083. getFrontPosition(distance: number): Vector3;
  72084. /** @hidden */
  72085. _getLockedTargetPosition(): Nullable<Vector3>;
  72086. private _storedPosition;
  72087. private _storedRotation;
  72088. private _storedRotationQuaternion;
  72089. /**
  72090. * Store current camera state of the camera (fov, position, rotation, etc..)
  72091. * @returns the camera
  72092. */
  72093. storeState(): Camera;
  72094. /**
  72095. * Restored camera state. You must call storeState() first
  72096. * @returns whether it was successful or not
  72097. * @hidden
  72098. */
  72099. _restoreStateValues(): boolean;
  72100. /** @hidden */
  72101. _initCache(): void;
  72102. /** @hidden */
  72103. _updateCache(ignoreParentClass?: boolean): void;
  72104. /** @hidden */
  72105. _isSynchronizedViewMatrix(): boolean;
  72106. /** @hidden */
  72107. _computeLocalCameraSpeed(): number;
  72108. /**
  72109. * Defines the target the camera should look at.
  72110. * @param target Defines the new target as a Vector or a mesh
  72111. */
  72112. setTarget(target: Vector3): void;
  72113. /**
  72114. * Return the current target position of the camera. This value is expressed in local space.
  72115. * @returns the target position
  72116. */
  72117. getTarget(): Vector3;
  72118. /** @hidden */
  72119. _decideIfNeedsToMove(): boolean;
  72120. /** @hidden */
  72121. _updatePosition(): void;
  72122. /** @hidden */
  72123. _checkInputs(): void;
  72124. protected _updateCameraRotationMatrix(): void;
  72125. /**
  72126. * 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)
  72127. * @returns the current camera
  72128. */
  72129. private _rotateUpVectorWithCameraRotationMatrix;
  72130. private _cachedRotationZ;
  72131. private _cachedQuaternionRotationZ;
  72132. /** @hidden */
  72133. _getViewMatrix(): Matrix;
  72134. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72135. /**
  72136. * @hidden
  72137. */
  72138. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72139. /**
  72140. * @hidden
  72141. */
  72142. _updateRigCameras(): void;
  72143. private _getRigCamPositionAndTarget;
  72144. /**
  72145. * Gets the current object class name.
  72146. * @return the class name
  72147. */
  72148. getClassName(): string;
  72149. }
  72150. }
  72151. declare module BABYLON {
  72152. /**
  72153. * Gather the list of keyboard event types as constants.
  72154. */
  72155. export class KeyboardEventTypes {
  72156. /**
  72157. * The keydown event is fired when a key becomes active (pressed).
  72158. */
  72159. static readonly KEYDOWN: number;
  72160. /**
  72161. * The keyup event is fired when a key has been released.
  72162. */
  72163. static readonly KEYUP: number;
  72164. }
  72165. /**
  72166. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72167. */
  72168. export class KeyboardInfo {
  72169. /**
  72170. * Defines the type of event (KeyboardEventTypes)
  72171. */
  72172. type: number;
  72173. /**
  72174. * Defines the related dom event
  72175. */
  72176. event: KeyboardEvent;
  72177. /**
  72178. * Instantiates a new keyboard info.
  72179. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72180. * @param type Defines the type of event (KeyboardEventTypes)
  72181. * @param event Defines the related dom event
  72182. */
  72183. constructor(
  72184. /**
  72185. * Defines the type of event (KeyboardEventTypes)
  72186. */
  72187. type: number,
  72188. /**
  72189. * Defines the related dom event
  72190. */
  72191. event: KeyboardEvent);
  72192. }
  72193. /**
  72194. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72195. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72196. */
  72197. export class KeyboardInfoPre extends KeyboardInfo {
  72198. /**
  72199. * Defines the type of event (KeyboardEventTypes)
  72200. */
  72201. type: number;
  72202. /**
  72203. * Defines the related dom event
  72204. */
  72205. event: KeyboardEvent;
  72206. /**
  72207. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72208. */
  72209. skipOnPointerObservable: boolean;
  72210. /**
  72211. * Instantiates a new keyboard pre info.
  72212. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72213. * @param type Defines the type of event (KeyboardEventTypes)
  72214. * @param event Defines the related dom event
  72215. */
  72216. constructor(
  72217. /**
  72218. * Defines the type of event (KeyboardEventTypes)
  72219. */
  72220. type: number,
  72221. /**
  72222. * Defines the related dom event
  72223. */
  72224. event: KeyboardEvent);
  72225. }
  72226. }
  72227. declare module BABYLON {
  72228. /**
  72229. * Manage the keyboard inputs to control the movement of a free camera.
  72230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72231. */
  72232. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72233. /**
  72234. * Defines the camera the input is attached to.
  72235. */
  72236. camera: FreeCamera;
  72237. /**
  72238. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72239. */
  72240. keysUp: number[];
  72241. /**
  72242. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72243. */
  72244. keysDown: number[];
  72245. /**
  72246. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72247. */
  72248. keysLeft: number[];
  72249. /**
  72250. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72251. */
  72252. keysRight: number[];
  72253. private _keys;
  72254. private _onCanvasBlurObserver;
  72255. private _onKeyboardObserver;
  72256. private _engine;
  72257. private _scene;
  72258. /**
  72259. * Attach the input controls to a specific dom element to get the input from.
  72260. * @param element Defines the element the controls should be listened from
  72261. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72262. */
  72263. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72264. /**
  72265. * Detach the current controls from the specified dom element.
  72266. * @param element Defines the element to stop listening the inputs from
  72267. */
  72268. detachControl(element: Nullable<HTMLElement>): void;
  72269. /**
  72270. * Update the current camera state depending on the inputs that have been used this frame.
  72271. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72272. */
  72273. checkInputs(): void;
  72274. /**
  72275. * Gets the class name of the current intput.
  72276. * @returns the class name
  72277. */
  72278. getClassName(): string;
  72279. /** @hidden */
  72280. _onLostFocus(): void;
  72281. /**
  72282. * Get the friendly name associated with the input class.
  72283. * @returns the input friendly name
  72284. */
  72285. getSimpleName(): string;
  72286. }
  72287. }
  72288. declare module BABYLON {
  72289. /**
  72290. * Interface describing all the common properties and methods a shadow light needs to implement.
  72291. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72292. * as well as binding the different shadow properties to the effects.
  72293. */
  72294. export interface IShadowLight extends Light {
  72295. /**
  72296. * The light id in the scene (used in scene.findLighById for instance)
  72297. */
  72298. id: string;
  72299. /**
  72300. * The position the shdow will be casted from.
  72301. */
  72302. position: Vector3;
  72303. /**
  72304. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72305. */
  72306. direction: Vector3;
  72307. /**
  72308. * The transformed position. Position of the light in world space taking parenting in account.
  72309. */
  72310. transformedPosition: Vector3;
  72311. /**
  72312. * The transformed direction. Direction of the light in world space taking parenting in account.
  72313. */
  72314. transformedDirection: Vector3;
  72315. /**
  72316. * The friendly name of the light in the scene.
  72317. */
  72318. name: string;
  72319. /**
  72320. * Defines the shadow projection clipping minimum z value.
  72321. */
  72322. shadowMinZ: number;
  72323. /**
  72324. * Defines the shadow projection clipping maximum z value.
  72325. */
  72326. shadowMaxZ: number;
  72327. /**
  72328. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72329. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72330. */
  72331. computeTransformedInformation(): boolean;
  72332. /**
  72333. * Gets the scene the light belongs to.
  72334. * @returns The scene
  72335. */
  72336. getScene(): Scene;
  72337. /**
  72338. * Callback defining a custom Projection Matrix Builder.
  72339. * This can be used to override the default projection matrix computation.
  72340. */
  72341. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72342. /**
  72343. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72344. * @param matrix The materix to updated with the projection information
  72345. * @param viewMatrix The transform matrix of the light
  72346. * @param renderList The list of mesh to render in the map
  72347. * @returns The current light
  72348. */
  72349. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72350. /**
  72351. * Gets the current depth scale used in ESM.
  72352. * @returns The scale
  72353. */
  72354. getDepthScale(): number;
  72355. /**
  72356. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72357. * @returns true if a cube texture needs to be use
  72358. */
  72359. needCube(): boolean;
  72360. /**
  72361. * Detects if the projection matrix requires to be recomputed this frame.
  72362. * @returns true if it requires to be recomputed otherwise, false.
  72363. */
  72364. needProjectionMatrixCompute(): boolean;
  72365. /**
  72366. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72367. */
  72368. forceProjectionMatrixCompute(): void;
  72369. /**
  72370. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72371. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72372. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72373. */
  72374. getShadowDirection(faceIndex?: number): Vector3;
  72375. /**
  72376. * Gets the minZ used for shadow according to both the scene and the light.
  72377. * @param activeCamera The camera we are returning the min for
  72378. * @returns the depth min z
  72379. */
  72380. getDepthMinZ(activeCamera: Camera): number;
  72381. /**
  72382. * Gets the maxZ used for shadow according to both the scene and the light.
  72383. * @param activeCamera The camera we are returning the max for
  72384. * @returns the depth max z
  72385. */
  72386. getDepthMaxZ(activeCamera: Camera): number;
  72387. }
  72388. /**
  72389. * Base implementation IShadowLight
  72390. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72391. */
  72392. export abstract class ShadowLight extends Light implements IShadowLight {
  72393. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72394. protected _position: Vector3;
  72395. protected _setPosition(value: Vector3): void;
  72396. /**
  72397. * Sets the position the shadow will be casted from. Also use as the light position for both
  72398. * point and spot lights.
  72399. */
  72400. /**
  72401. * Sets the position the shadow will be casted from. Also use as the light position for both
  72402. * point and spot lights.
  72403. */
  72404. position: Vector3;
  72405. protected _direction: Vector3;
  72406. protected _setDirection(value: Vector3): void;
  72407. /**
  72408. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72409. * Also use as the light direction on spot and directional lights.
  72410. */
  72411. /**
  72412. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72413. * Also use as the light direction on spot and directional lights.
  72414. */
  72415. direction: Vector3;
  72416. private _shadowMinZ;
  72417. /**
  72418. * Gets the shadow projection clipping minimum z value.
  72419. */
  72420. /**
  72421. * Sets the shadow projection clipping minimum z value.
  72422. */
  72423. shadowMinZ: number;
  72424. private _shadowMaxZ;
  72425. /**
  72426. * Sets the shadow projection clipping maximum z value.
  72427. */
  72428. /**
  72429. * Gets the shadow projection clipping maximum z value.
  72430. */
  72431. shadowMaxZ: number;
  72432. /**
  72433. * Callback defining a custom Projection Matrix Builder.
  72434. * This can be used to override the default projection matrix computation.
  72435. */
  72436. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72437. /**
  72438. * The transformed position. Position of the light in world space taking parenting in account.
  72439. */
  72440. transformedPosition: Vector3;
  72441. /**
  72442. * The transformed direction. Direction of the light in world space taking parenting in account.
  72443. */
  72444. transformedDirection: Vector3;
  72445. private _needProjectionMatrixCompute;
  72446. /**
  72447. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72448. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72449. */
  72450. computeTransformedInformation(): boolean;
  72451. /**
  72452. * Return the depth scale used for the shadow map.
  72453. * @returns the depth scale.
  72454. */
  72455. getDepthScale(): number;
  72456. /**
  72457. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72458. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72459. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72460. */
  72461. getShadowDirection(faceIndex?: number): Vector3;
  72462. /**
  72463. * Returns the ShadowLight absolute position in the World.
  72464. * @returns the position vector in world space
  72465. */
  72466. getAbsolutePosition(): Vector3;
  72467. /**
  72468. * Sets the ShadowLight direction toward the passed target.
  72469. * @param target The point to target in local space
  72470. * @returns the updated ShadowLight direction
  72471. */
  72472. setDirectionToTarget(target: Vector3): Vector3;
  72473. /**
  72474. * Returns the light rotation in euler definition.
  72475. * @returns the x y z rotation in local space.
  72476. */
  72477. getRotation(): Vector3;
  72478. /**
  72479. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72480. * @returns true if a cube texture needs to be use
  72481. */
  72482. needCube(): boolean;
  72483. /**
  72484. * Detects if the projection matrix requires to be recomputed this frame.
  72485. * @returns true if it requires to be recomputed otherwise, false.
  72486. */
  72487. needProjectionMatrixCompute(): boolean;
  72488. /**
  72489. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72490. */
  72491. forceProjectionMatrixCompute(): void;
  72492. /** @hidden */
  72493. _initCache(): void;
  72494. /** @hidden */
  72495. _isSynchronized(): boolean;
  72496. /**
  72497. * Computes the world matrix of the node
  72498. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72499. * @returns the world matrix
  72500. */
  72501. computeWorldMatrix(force?: boolean): Matrix;
  72502. /**
  72503. * Gets the minZ used for shadow according to both the scene and the light.
  72504. * @param activeCamera The camera we are returning the min for
  72505. * @returns the depth min z
  72506. */
  72507. getDepthMinZ(activeCamera: Camera): number;
  72508. /**
  72509. * Gets the maxZ used for shadow according to both the scene and the light.
  72510. * @param activeCamera The camera we are returning the max for
  72511. * @returns the depth max z
  72512. */
  72513. getDepthMaxZ(activeCamera: Camera): number;
  72514. /**
  72515. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72516. * @param matrix The materix to updated with the projection information
  72517. * @param viewMatrix The transform matrix of the light
  72518. * @param renderList The list of mesh to render in the map
  72519. * @returns The current light
  72520. */
  72521. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72522. }
  72523. }
  72524. declare module BABYLON {
  72525. /**
  72526. * "Static Class" containing the most commonly used helper while dealing with material for
  72527. * rendering purpose.
  72528. *
  72529. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72530. *
  72531. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72532. */
  72533. export class MaterialHelper {
  72534. /**
  72535. * Bind the current view position to an effect.
  72536. * @param effect The effect to be bound
  72537. * @param scene The scene the eyes position is used from
  72538. */
  72539. static BindEyePosition(effect: Effect, scene: Scene): void;
  72540. /**
  72541. * Helps preparing the defines values about the UVs in used in the effect.
  72542. * UVs are shared as much as we can accross channels in the shaders.
  72543. * @param texture The texture we are preparing the UVs for
  72544. * @param defines The defines to update
  72545. * @param key The channel key "diffuse", "specular"... used in the shader
  72546. */
  72547. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72548. /**
  72549. * Binds a texture matrix value to its corrsponding uniform
  72550. * @param texture The texture to bind the matrix for
  72551. * @param uniformBuffer The uniform buffer receivin the data
  72552. * @param key The channel key "diffuse", "specular"... used in the shader
  72553. */
  72554. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72555. /**
  72556. * Gets the current status of the fog (should it be enabled?)
  72557. * @param mesh defines the mesh to evaluate for fog support
  72558. * @param scene defines the hosting scene
  72559. * @returns true if fog must be enabled
  72560. */
  72561. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72562. /**
  72563. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72564. * @param mesh defines the current mesh
  72565. * @param scene defines the current scene
  72566. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72567. * @param pointsCloud defines if point cloud rendering has to be turned on
  72568. * @param fogEnabled defines if fog has to be turned on
  72569. * @param alphaTest defines if alpha testing has to be turned on
  72570. * @param defines defines the current list of defines
  72571. */
  72572. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72573. /**
  72574. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72575. * @param scene defines the current scene
  72576. * @param engine defines the current engine
  72577. * @param defines specifies the list of active defines
  72578. * @param useInstances defines if instances have to be turned on
  72579. * @param useClipPlane defines if clip plane have to be turned on
  72580. */
  72581. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72582. /**
  72583. * Prepares the defines for bones
  72584. * @param mesh The mesh containing the geometry data we will draw
  72585. * @param defines The defines to update
  72586. */
  72587. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72588. /**
  72589. * Prepares the defines for morph targets
  72590. * @param mesh The mesh containing the geometry data we will draw
  72591. * @param defines The defines to update
  72592. */
  72593. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72594. /**
  72595. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72596. * @param mesh The mesh containing the geometry data we will draw
  72597. * @param defines The defines to update
  72598. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72599. * @param useBones Precise whether bones should be used or not (override mesh info)
  72600. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72601. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72602. * @returns false if defines are considered not dirty and have not been checked
  72603. */
  72604. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72605. /**
  72606. * Prepares the defines related to multiview
  72607. * @param scene The scene we are intending to draw
  72608. * @param defines The defines to update
  72609. */
  72610. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72611. /**
  72612. * Prepares the defines related to the light information passed in parameter
  72613. * @param scene The scene we are intending to draw
  72614. * @param mesh The mesh the effect is compiling for
  72615. * @param light The light the effect is compiling for
  72616. * @param lightIndex The index of the light
  72617. * @param defines The defines to update
  72618. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72619. * @param state Defines the current state regarding what is needed (normals, etc...)
  72620. */
  72621. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72622. needNormals: boolean;
  72623. needRebuild: boolean;
  72624. shadowEnabled: boolean;
  72625. specularEnabled: boolean;
  72626. lightmapMode: boolean;
  72627. }): void;
  72628. /**
  72629. * Prepares the defines related to the light information passed in parameter
  72630. * @param scene The scene we are intending to draw
  72631. * @param mesh The mesh the effect is compiling for
  72632. * @param defines The defines to update
  72633. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72634. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72635. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72636. * @returns true if normals will be required for the rest of the effect
  72637. */
  72638. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72639. /**
  72640. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72641. * @param lightIndex defines the light index
  72642. * @param uniformsList The uniform list
  72643. * @param samplersList The sampler list
  72644. * @param projectedLightTexture defines if projected texture must be used
  72645. * @param uniformBuffersList defines an optional list of uniform buffers
  72646. */
  72647. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72648. /**
  72649. * Prepares the uniforms and samplers list to be used in the effect
  72650. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72651. * @param samplersList The sampler list
  72652. * @param defines The defines helping in the list generation
  72653. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72654. */
  72655. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72656. /**
  72657. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72658. * @param defines The defines to update while falling back
  72659. * @param fallbacks The authorized effect fallbacks
  72660. * @param maxSimultaneousLights The maximum number of lights allowed
  72661. * @param rank the current rank of the Effect
  72662. * @returns The newly affected rank
  72663. */
  72664. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72665. private static _TmpMorphInfluencers;
  72666. /**
  72667. * Prepares the list of attributes required for morph targets according to the effect defines.
  72668. * @param attribs The current list of supported attribs
  72669. * @param mesh The mesh to prepare the morph targets attributes for
  72670. * @param influencers The number of influencers
  72671. */
  72672. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72673. /**
  72674. * Prepares the list of attributes required for morph targets according to the effect defines.
  72675. * @param attribs The current list of supported attribs
  72676. * @param mesh The mesh to prepare the morph targets attributes for
  72677. * @param defines The current Defines of the effect
  72678. */
  72679. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72680. /**
  72681. * Prepares the list of attributes required for bones according to the effect defines.
  72682. * @param attribs The current list of supported attribs
  72683. * @param mesh The mesh to prepare the bones attributes for
  72684. * @param defines The current Defines of the effect
  72685. * @param fallbacks The current efffect fallback strategy
  72686. */
  72687. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72688. /**
  72689. * Check and prepare the list of attributes required for instances according to the effect defines.
  72690. * @param attribs The current list of supported attribs
  72691. * @param defines The current MaterialDefines of the effect
  72692. */
  72693. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72694. /**
  72695. * Add the list of attributes required for instances to the attribs array.
  72696. * @param attribs The current list of supported attribs
  72697. */
  72698. static PushAttributesForInstances(attribs: string[]): void;
  72699. /**
  72700. * Binds the light shadow information to the effect for the given mesh.
  72701. * @param light The light containing the generator
  72702. * @param scene The scene the lights belongs to
  72703. * @param mesh The mesh we are binding the information to render
  72704. * @param lightIndex The light index in the effect used to render the mesh
  72705. * @param effect The effect we are binding the data to
  72706. */
  72707. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72708. /**
  72709. * Binds the light information to the effect.
  72710. * @param light The light containing the generator
  72711. * @param effect The effect we are binding the data to
  72712. * @param lightIndex The light index in the effect used to render
  72713. */
  72714. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72715. /**
  72716. * Binds the lights information from the scene to the effect for the given mesh.
  72717. * @param light Light to bind
  72718. * @param lightIndex Light index
  72719. * @param scene The scene where the light belongs to
  72720. * @param mesh The mesh we are binding the information to render
  72721. * @param effect The effect we are binding the data to
  72722. * @param useSpecular Defines if specular is supported
  72723. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72724. */
  72725. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72726. /**
  72727. * Binds the lights information from the scene to the effect for the given mesh.
  72728. * @param scene The scene the lights belongs to
  72729. * @param mesh The mesh we are binding the information to render
  72730. * @param effect The effect we are binding the data to
  72731. * @param defines The generated defines for the effect
  72732. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72733. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72734. */
  72735. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72736. private static _tempFogColor;
  72737. /**
  72738. * Binds the fog information from the scene to the effect for the given mesh.
  72739. * @param scene The scene the lights belongs to
  72740. * @param mesh The mesh we are binding the information to render
  72741. * @param effect The effect we are binding the data to
  72742. * @param linearSpace Defines if the fog effect is applied in linear space
  72743. */
  72744. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72745. /**
  72746. * Binds the bones information from the mesh to the effect.
  72747. * @param mesh The mesh we are binding the information to render
  72748. * @param effect The effect we are binding the data to
  72749. */
  72750. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72751. /**
  72752. * Binds the morph targets information from the mesh to the effect.
  72753. * @param abstractMesh The mesh we are binding the information to render
  72754. * @param effect The effect we are binding the data to
  72755. */
  72756. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72757. /**
  72758. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72759. * @param defines The generated defines used in the effect
  72760. * @param effect The effect we are binding the data to
  72761. * @param scene The scene we are willing to render with logarithmic scale for
  72762. */
  72763. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72764. /**
  72765. * Binds the clip plane information from the scene to the effect.
  72766. * @param scene The scene the clip plane information are extracted from
  72767. * @param effect The effect we are binding the data to
  72768. */
  72769. static BindClipPlane(effect: Effect, scene: Scene): void;
  72770. }
  72771. }
  72772. declare module BABYLON {
  72773. /** @hidden */
  72774. export var packingFunctions: {
  72775. name: string;
  72776. shader: string;
  72777. };
  72778. }
  72779. declare module BABYLON {
  72780. /** @hidden */
  72781. export var shadowMapPixelShader: {
  72782. name: string;
  72783. shader: string;
  72784. };
  72785. }
  72786. declare module BABYLON {
  72787. /** @hidden */
  72788. export var bonesDeclaration: {
  72789. name: string;
  72790. shader: string;
  72791. };
  72792. }
  72793. declare module BABYLON {
  72794. /** @hidden */
  72795. export var morphTargetsVertexGlobalDeclaration: {
  72796. name: string;
  72797. shader: string;
  72798. };
  72799. }
  72800. declare module BABYLON {
  72801. /** @hidden */
  72802. export var morphTargetsVertexDeclaration: {
  72803. name: string;
  72804. shader: string;
  72805. };
  72806. }
  72807. declare module BABYLON {
  72808. /** @hidden */
  72809. export var instancesDeclaration: {
  72810. name: string;
  72811. shader: string;
  72812. };
  72813. }
  72814. declare module BABYLON {
  72815. /** @hidden */
  72816. export var helperFunctions: {
  72817. name: string;
  72818. shader: string;
  72819. };
  72820. }
  72821. declare module BABYLON {
  72822. /** @hidden */
  72823. export var morphTargetsVertex: {
  72824. name: string;
  72825. shader: string;
  72826. };
  72827. }
  72828. declare module BABYLON {
  72829. /** @hidden */
  72830. export var instancesVertex: {
  72831. name: string;
  72832. shader: string;
  72833. };
  72834. }
  72835. declare module BABYLON {
  72836. /** @hidden */
  72837. export var bonesVertex: {
  72838. name: string;
  72839. shader: string;
  72840. };
  72841. }
  72842. declare module BABYLON {
  72843. /** @hidden */
  72844. export var shadowMapVertexShader: {
  72845. name: string;
  72846. shader: string;
  72847. };
  72848. }
  72849. declare module BABYLON {
  72850. /** @hidden */
  72851. export var depthBoxBlurPixelShader: {
  72852. name: string;
  72853. shader: string;
  72854. };
  72855. }
  72856. declare module BABYLON {
  72857. /**
  72858. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72859. */
  72860. export interface ICustomShaderOptions {
  72861. /**
  72862. * Gets or sets the custom shader name to use
  72863. */
  72864. shaderName: string;
  72865. /**
  72866. * The list of attribute names used in the shader
  72867. */
  72868. attributes?: string[];
  72869. /**
  72870. * The list of unifrom names used in the shader
  72871. */
  72872. uniforms?: string[];
  72873. /**
  72874. * The list of sampler names used in the shader
  72875. */
  72876. samplers?: string[];
  72877. /**
  72878. * The list of defines used in the shader
  72879. */
  72880. defines?: string[];
  72881. }
  72882. /**
  72883. * Interface to implement to create a shadow generator compatible with BJS.
  72884. */
  72885. export interface IShadowGenerator {
  72886. /**
  72887. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72888. * @returns The render target texture if present otherwise, null
  72889. */
  72890. getShadowMap(): Nullable<RenderTargetTexture>;
  72891. /**
  72892. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72893. * @returns The render target texture if the shadow map is present otherwise, null
  72894. */
  72895. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72896. /**
  72897. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72898. * @param subMesh The submesh we want to render in the shadow map
  72899. * @param useInstances Defines wether will draw in the map using instances
  72900. * @returns true if ready otherwise, false
  72901. */
  72902. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72903. /**
  72904. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72905. * @param defines Defines of the material we want to update
  72906. * @param lightIndex Index of the light in the enabled light list of the material
  72907. */
  72908. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  72909. /**
  72910. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72911. * defined in the generator but impacting the effect).
  72912. * It implies the unifroms available on the materials are the standard BJS ones.
  72913. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72914. * @param effect The effect we are binfing the information for
  72915. */
  72916. bindShadowLight(lightIndex: string, effect: Effect): void;
  72917. /**
  72918. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72919. * (eq to shadow prjection matrix * light transform matrix)
  72920. * @returns The transform matrix used to create the shadow map
  72921. */
  72922. getTransformMatrix(): Matrix;
  72923. /**
  72924. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72925. * Cube and 2D textures for instance.
  72926. */
  72927. recreateShadowMap(): void;
  72928. /**
  72929. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72930. * @param onCompiled Callback triggered at the and of the effects compilation
  72931. * @param options Sets of optional options forcing the compilation with different modes
  72932. */
  72933. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72934. useInstances: boolean;
  72935. }>): void;
  72936. /**
  72937. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72938. * @param options Sets of optional options forcing the compilation with different modes
  72939. * @returns A promise that resolves when the compilation completes
  72940. */
  72941. forceCompilationAsync(options?: Partial<{
  72942. useInstances: boolean;
  72943. }>): Promise<void>;
  72944. /**
  72945. * Serializes the shadow generator setup to a json object.
  72946. * @returns The serialized JSON object
  72947. */
  72948. serialize(): any;
  72949. /**
  72950. * Disposes the Shadow map and related Textures and effects.
  72951. */
  72952. dispose(): void;
  72953. }
  72954. /**
  72955. * Default implementation IShadowGenerator.
  72956. * This is the main object responsible of generating shadows in the framework.
  72957. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72958. */
  72959. export class ShadowGenerator implements IShadowGenerator {
  72960. /**
  72961. * Shadow generator mode None: no filtering applied.
  72962. */
  72963. static readonly FILTER_NONE: number;
  72964. /**
  72965. * Shadow generator mode ESM: Exponential Shadow Mapping.
  72966. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72967. */
  72968. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  72969. /**
  72970. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  72971. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  72972. */
  72973. static readonly FILTER_POISSONSAMPLING: number;
  72974. /**
  72975. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  72976. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72977. */
  72978. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  72979. /**
  72980. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  72981. * edge artifacts on steep falloff.
  72982. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72983. */
  72984. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  72985. /**
  72986. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  72987. * edge artifacts on steep falloff.
  72988. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72989. */
  72990. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  72991. /**
  72992. * Shadow generator mode PCF: Percentage Closer Filtering
  72993. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72994. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  72995. */
  72996. static readonly FILTER_PCF: number;
  72997. /**
  72998. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  72999. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73000. * Contact Hardening
  73001. */
  73002. static readonly FILTER_PCSS: number;
  73003. /**
  73004. * Reserved for PCF and PCSS
  73005. * Highest Quality.
  73006. *
  73007. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73008. *
  73009. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73010. */
  73011. static readonly QUALITY_HIGH: number;
  73012. /**
  73013. * Reserved for PCF and PCSS
  73014. * Good tradeoff for quality/perf cross devices
  73015. *
  73016. * Execute PCF on a 3*3 kernel.
  73017. *
  73018. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73019. */
  73020. static readonly QUALITY_MEDIUM: number;
  73021. /**
  73022. * Reserved for PCF and PCSS
  73023. * The lowest quality but the fastest.
  73024. *
  73025. * Execute PCF on a 1*1 kernel.
  73026. *
  73027. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73028. */
  73029. static readonly QUALITY_LOW: number;
  73030. /** Gets or sets the custom shader name to use */
  73031. customShaderOptions: ICustomShaderOptions;
  73032. /**
  73033. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73034. */
  73035. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73036. /**
  73037. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73038. */
  73039. onAfterShadowMapRenderObservable: Observable<Effect>;
  73040. /**
  73041. * Observable triggered before a mesh is rendered in the shadow map.
  73042. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73043. */
  73044. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73045. /**
  73046. * Observable triggered after a mesh is rendered in the shadow map.
  73047. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73048. */
  73049. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73050. private _bias;
  73051. /**
  73052. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73053. */
  73054. /**
  73055. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73056. */
  73057. bias: number;
  73058. private _normalBias;
  73059. /**
  73060. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73061. */
  73062. /**
  73063. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73064. */
  73065. normalBias: number;
  73066. private _blurBoxOffset;
  73067. /**
  73068. * Gets the blur box offset: offset applied during the blur pass.
  73069. * Only useful if useKernelBlur = false
  73070. */
  73071. /**
  73072. * Sets the blur box offset: offset applied during the blur pass.
  73073. * Only useful if useKernelBlur = false
  73074. */
  73075. blurBoxOffset: number;
  73076. private _blurScale;
  73077. /**
  73078. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73079. * 2 means half of the size.
  73080. */
  73081. /**
  73082. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73083. * 2 means half of the size.
  73084. */
  73085. blurScale: number;
  73086. private _blurKernel;
  73087. /**
  73088. * Gets the blur kernel: kernel size of the blur pass.
  73089. * Only useful if useKernelBlur = true
  73090. */
  73091. /**
  73092. * Sets the blur kernel: kernel size of the blur pass.
  73093. * Only useful if useKernelBlur = true
  73094. */
  73095. blurKernel: number;
  73096. private _useKernelBlur;
  73097. /**
  73098. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73099. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73100. */
  73101. /**
  73102. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73103. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73104. */
  73105. useKernelBlur: boolean;
  73106. private _depthScale;
  73107. /**
  73108. * Gets the depth scale used in ESM mode.
  73109. */
  73110. /**
  73111. * Sets the depth scale used in ESM mode.
  73112. * This can override the scale stored on the light.
  73113. */
  73114. depthScale: number;
  73115. private _filter;
  73116. /**
  73117. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73118. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73119. */
  73120. /**
  73121. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73122. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73123. */
  73124. filter: number;
  73125. /**
  73126. * Gets if the current filter is set to Poisson Sampling.
  73127. */
  73128. /**
  73129. * Sets the current filter to Poisson Sampling.
  73130. */
  73131. usePoissonSampling: boolean;
  73132. /**
  73133. * Gets if the current filter is set to ESM.
  73134. */
  73135. /**
  73136. * Sets the current filter is to ESM.
  73137. */
  73138. useExponentialShadowMap: boolean;
  73139. /**
  73140. * Gets if the current filter is set to filtered ESM.
  73141. */
  73142. /**
  73143. * Gets if the current filter is set to filtered ESM.
  73144. */
  73145. useBlurExponentialShadowMap: boolean;
  73146. /**
  73147. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73148. * exponential to prevent steep falloff artifacts).
  73149. */
  73150. /**
  73151. * Sets the current filter to "close ESM" (using the inverse of the
  73152. * exponential to prevent steep falloff artifacts).
  73153. */
  73154. useCloseExponentialShadowMap: boolean;
  73155. /**
  73156. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73157. * exponential to prevent steep falloff artifacts).
  73158. */
  73159. /**
  73160. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73161. * exponential to prevent steep falloff artifacts).
  73162. */
  73163. useBlurCloseExponentialShadowMap: boolean;
  73164. /**
  73165. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73166. */
  73167. /**
  73168. * Sets the current filter to "PCF" (percentage closer filtering).
  73169. */
  73170. usePercentageCloserFiltering: boolean;
  73171. private _filteringQuality;
  73172. /**
  73173. * Gets the PCF or PCSS Quality.
  73174. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73175. */
  73176. /**
  73177. * Sets the PCF or PCSS Quality.
  73178. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73179. */
  73180. filteringQuality: number;
  73181. /**
  73182. * Gets if the current filter is set to "PCSS" (contact hardening).
  73183. */
  73184. /**
  73185. * Sets the current filter to "PCSS" (contact hardening).
  73186. */
  73187. useContactHardeningShadow: boolean;
  73188. private _contactHardeningLightSizeUVRatio;
  73189. /**
  73190. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73191. * Using a ratio helps keeping shape stability independently of the map size.
  73192. *
  73193. * It does not account for the light projection as it was having too much
  73194. * instability during the light setup or during light position changes.
  73195. *
  73196. * Only valid if useContactHardeningShadow is true.
  73197. */
  73198. /**
  73199. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73200. * Using a ratio helps keeping shape stability independently of the map size.
  73201. *
  73202. * It does not account for the light projection as it was having too much
  73203. * instability during the light setup or during light position changes.
  73204. *
  73205. * Only valid if useContactHardeningShadow is true.
  73206. */
  73207. contactHardeningLightSizeUVRatio: number;
  73208. private _darkness;
  73209. /** Gets or sets the actual darkness of a shadow */
  73210. darkness: number;
  73211. /**
  73212. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73213. * 0 means strongest and 1 would means no shadow.
  73214. * @returns the darkness.
  73215. */
  73216. getDarkness(): number;
  73217. /**
  73218. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73219. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73220. * @returns the shadow generator allowing fluent coding.
  73221. */
  73222. setDarkness(darkness: number): ShadowGenerator;
  73223. private _transparencyShadow;
  73224. /** Gets or sets the ability to have transparent shadow */
  73225. transparencyShadow: boolean;
  73226. /**
  73227. * Sets the ability to have transparent shadow (boolean).
  73228. * @param transparent True if transparent else False
  73229. * @returns the shadow generator allowing fluent coding
  73230. */
  73231. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73232. private _shadowMap;
  73233. private _shadowMap2;
  73234. /**
  73235. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73236. * @returns The render target texture if present otherwise, null
  73237. */
  73238. getShadowMap(): Nullable<RenderTargetTexture>;
  73239. /**
  73240. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73241. * @returns The render target texture if the shadow map is present otherwise, null
  73242. */
  73243. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73244. /**
  73245. * Gets the class name of that object
  73246. * @returns "ShadowGenerator"
  73247. */
  73248. getClassName(): string;
  73249. /**
  73250. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73251. * @param mesh Mesh to add
  73252. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73253. * @returns the Shadow Generator itself
  73254. */
  73255. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73256. /**
  73257. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73258. * @param mesh Mesh to remove
  73259. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73260. * @returns the Shadow Generator itself
  73261. */
  73262. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73263. /**
  73264. * Controls the extent to which the shadows fade out at the edge of the frustum
  73265. * Used only by directionals and spots
  73266. */
  73267. frustumEdgeFalloff: number;
  73268. private _light;
  73269. /**
  73270. * Returns the associated light object.
  73271. * @returns the light generating the shadow
  73272. */
  73273. getLight(): IShadowLight;
  73274. /**
  73275. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73276. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73277. * It might on the other hand introduce peter panning.
  73278. */
  73279. forceBackFacesOnly: boolean;
  73280. private _scene;
  73281. private _lightDirection;
  73282. private _effect;
  73283. private _viewMatrix;
  73284. private _projectionMatrix;
  73285. private _transformMatrix;
  73286. private _cachedPosition;
  73287. private _cachedDirection;
  73288. private _cachedDefines;
  73289. private _currentRenderID;
  73290. private _boxBlurPostprocess;
  73291. private _kernelBlurXPostprocess;
  73292. private _kernelBlurYPostprocess;
  73293. private _blurPostProcesses;
  73294. private _mapSize;
  73295. private _currentFaceIndex;
  73296. private _currentFaceIndexCache;
  73297. private _textureType;
  73298. private _defaultTextureMatrix;
  73299. /** @hidden */
  73300. static _SceneComponentInitialization: (scene: Scene) => void;
  73301. /**
  73302. * Creates a ShadowGenerator object.
  73303. * A ShadowGenerator is the required tool to use the shadows.
  73304. * Each light casting shadows needs to use its own ShadowGenerator.
  73305. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73306. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73307. * @param light The light object generating the shadows.
  73308. * @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.
  73309. */
  73310. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73311. private _initializeGenerator;
  73312. private _initializeShadowMap;
  73313. private _initializeBlurRTTAndPostProcesses;
  73314. private _renderForShadowMap;
  73315. private _renderSubMeshForShadowMap;
  73316. private _applyFilterValues;
  73317. /**
  73318. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73319. * @param onCompiled Callback triggered at the and of the effects compilation
  73320. * @param options Sets of optional options forcing the compilation with different modes
  73321. */
  73322. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73323. useInstances: boolean;
  73324. }>): void;
  73325. /**
  73326. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73327. * @param options Sets of optional options forcing the compilation with different modes
  73328. * @returns A promise that resolves when the compilation completes
  73329. */
  73330. forceCompilationAsync(options?: Partial<{
  73331. useInstances: boolean;
  73332. }>): Promise<void>;
  73333. /**
  73334. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73335. * @param subMesh The submesh we want to render in the shadow map
  73336. * @param useInstances Defines wether will draw in the map using instances
  73337. * @returns true if ready otherwise, false
  73338. */
  73339. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73340. /**
  73341. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73342. * @param defines Defines of the material we want to update
  73343. * @param lightIndex Index of the light in the enabled light list of the material
  73344. */
  73345. prepareDefines(defines: any, lightIndex: number): void;
  73346. /**
  73347. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73348. * defined in the generator but impacting the effect).
  73349. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73350. * @param effect The effect we are binfing the information for
  73351. */
  73352. bindShadowLight(lightIndex: string, effect: Effect): void;
  73353. /**
  73354. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73355. * (eq to shadow prjection matrix * light transform matrix)
  73356. * @returns The transform matrix used to create the shadow map
  73357. */
  73358. getTransformMatrix(): Matrix;
  73359. /**
  73360. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73361. * Cube and 2D textures for instance.
  73362. */
  73363. recreateShadowMap(): void;
  73364. private _disposeBlurPostProcesses;
  73365. private _disposeRTTandPostProcesses;
  73366. /**
  73367. * Disposes the ShadowGenerator.
  73368. * Returns nothing.
  73369. */
  73370. dispose(): void;
  73371. /**
  73372. * Serializes the shadow generator setup to a json object.
  73373. * @returns The serialized JSON object
  73374. */
  73375. serialize(): any;
  73376. /**
  73377. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73378. * @param parsedShadowGenerator The JSON object to parse
  73379. * @param scene The scene to create the shadow map for
  73380. * @returns The parsed shadow generator
  73381. */
  73382. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73383. }
  73384. }
  73385. declare module BABYLON {
  73386. /**
  73387. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73388. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73389. * 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.
  73390. */
  73391. export abstract class Light extends Node {
  73392. /**
  73393. * Falloff Default: light is falling off following the material specification:
  73394. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73395. */
  73396. static readonly FALLOFF_DEFAULT: number;
  73397. /**
  73398. * Falloff Physical: light is falling off following the inverse squared distance law.
  73399. */
  73400. static readonly FALLOFF_PHYSICAL: number;
  73401. /**
  73402. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73403. * to enhance interoperability with other engines.
  73404. */
  73405. static readonly FALLOFF_GLTF: number;
  73406. /**
  73407. * Falloff Standard: light is falling off like in the standard material
  73408. * to enhance interoperability with other materials.
  73409. */
  73410. static readonly FALLOFF_STANDARD: number;
  73411. /**
  73412. * If every light affecting the material is in this lightmapMode,
  73413. * material.lightmapTexture adds or multiplies
  73414. * (depends on material.useLightmapAsShadowmap)
  73415. * after every other light calculations.
  73416. */
  73417. static readonly LIGHTMAP_DEFAULT: number;
  73418. /**
  73419. * material.lightmapTexture as only diffuse lighting from this light
  73420. * adds only specular lighting from this light
  73421. * adds dynamic shadows
  73422. */
  73423. static readonly LIGHTMAP_SPECULAR: number;
  73424. /**
  73425. * material.lightmapTexture as only lighting
  73426. * no light calculation from this light
  73427. * only adds dynamic shadows from this light
  73428. */
  73429. static readonly LIGHTMAP_SHADOWSONLY: number;
  73430. /**
  73431. * Each light type uses the default quantity according to its type:
  73432. * point/spot lights use luminous intensity
  73433. * directional lights use illuminance
  73434. */
  73435. static readonly INTENSITYMODE_AUTOMATIC: number;
  73436. /**
  73437. * lumen (lm)
  73438. */
  73439. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73440. /**
  73441. * candela (lm/sr)
  73442. */
  73443. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73444. /**
  73445. * lux (lm/m^2)
  73446. */
  73447. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73448. /**
  73449. * nit (cd/m^2)
  73450. */
  73451. static readonly INTENSITYMODE_LUMINANCE: number;
  73452. /**
  73453. * Light type const id of the point light.
  73454. */
  73455. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73456. /**
  73457. * Light type const id of the directional light.
  73458. */
  73459. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73460. /**
  73461. * Light type const id of the spot light.
  73462. */
  73463. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73464. /**
  73465. * Light type const id of the hemispheric light.
  73466. */
  73467. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73468. /**
  73469. * Diffuse gives the basic color to an object.
  73470. */
  73471. diffuse: Color3;
  73472. /**
  73473. * Specular produces a highlight color on an object.
  73474. * Note: This is note affecting PBR materials.
  73475. */
  73476. specular: Color3;
  73477. /**
  73478. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73479. * falling off base on range or angle.
  73480. * This can be set to any values in Light.FALLOFF_x.
  73481. *
  73482. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73483. * other types of materials.
  73484. */
  73485. falloffType: number;
  73486. /**
  73487. * Strength of the light.
  73488. * Note: By default it is define in the framework own unit.
  73489. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73490. */
  73491. intensity: number;
  73492. private _range;
  73493. protected _inverseSquaredRange: number;
  73494. /**
  73495. * Defines how far from the source the light is impacting in scene units.
  73496. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73497. */
  73498. /**
  73499. * Defines how far from the source the light is impacting in scene units.
  73500. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73501. */
  73502. range: number;
  73503. /**
  73504. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73505. * of light.
  73506. */
  73507. private _photometricScale;
  73508. private _intensityMode;
  73509. /**
  73510. * Gets the photometric scale used to interpret the intensity.
  73511. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73512. */
  73513. /**
  73514. * Sets the photometric scale used to interpret the intensity.
  73515. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73516. */
  73517. intensityMode: number;
  73518. private _radius;
  73519. /**
  73520. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73521. */
  73522. /**
  73523. * sets the light radius used by PBR Materials to simulate soft area lights.
  73524. */
  73525. radius: number;
  73526. private _renderPriority;
  73527. /**
  73528. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73529. * exceeding the number allowed of the materials.
  73530. */
  73531. renderPriority: number;
  73532. private _shadowEnabled;
  73533. /**
  73534. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73535. * the current shadow generator.
  73536. */
  73537. /**
  73538. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73539. * the current shadow generator.
  73540. */
  73541. shadowEnabled: boolean;
  73542. private _includedOnlyMeshes;
  73543. /**
  73544. * Gets the only meshes impacted by this light.
  73545. */
  73546. /**
  73547. * Sets the only meshes impacted by this light.
  73548. */
  73549. includedOnlyMeshes: AbstractMesh[];
  73550. private _excludedMeshes;
  73551. /**
  73552. * Gets the meshes not impacted by this light.
  73553. */
  73554. /**
  73555. * Sets the meshes not impacted by this light.
  73556. */
  73557. excludedMeshes: AbstractMesh[];
  73558. private _excludeWithLayerMask;
  73559. /**
  73560. * Gets the layer id use to find what meshes are not impacted by the light.
  73561. * Inactive if 0
  73562. */
  73563. /**
  73564. * Sets the layer id use to find what meshes are not impacted by the light.
  73565. * Inactive if 0
  73566. */
  73567. excludeWithLayerMask: number;
  73568. private _includeOnlyWithLayerMask;
  73569. /**
  73570. * Gets the layer id use to find what meshes are impacted by the light.
  73571. * Inactive if 0
  73572. */
  73573. /**
  73574. * Sets the layer id use to find what meshes are impacted by the light.
  73575. * Inactive if 0
  73576. */
  73577. includeOnlyWithLayerMask: number;
  73578. private _lightmapMode;
  73579. /**
  73580. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73581. */
  73582. /**
  73583. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73584. */
  73585. lightmapMode: number;
  73586. /**
  73587. * Shadow generator associted to the light.
  73588. * @hidden Internal use only.
  73589. */
  73590. _shadowGenerator: Nullable<IShadowGenerator>;
  73591. /**
  73592. * @hidden Internal use only.
  73593. */
  73594. _excludedMeshesIds: string[];
  73595. /**
  73596. * @hidden Internal use only.
  73597. */
  73598. _includedOnlyMeshesIds: string[];
  73599. /**
  73600. * The current light unifom buffer.
  73601. * @hidden Internal use only.
  73602. */
  73603. _uniformBuffer: UniformBuffer;
  73604. /**
  73605. * Creates a Light object in the scene.
  73606. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73607. * @param name The firendly name of the light
  73608. * @param scene The scene the light belongs too
  73609. */
  73610. constructor(name: string, scene: Scene);
  73611. protected abstract _buildUniformLayout(): void;
  73612. /**
  73613. * Sets the passed Effect "effect" with the Light information.
  73614. * @param effect The effect to update
  73615. * @param lightIndex The index of the light in the effect to update
  73616. * @returns The light
  73617. */
  73618. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73619. /**
  73620. * Returns the string "Light".
  73621. * @returns the class name
  73622. */
  73623. getClassName(): string;
  73624. /** @hidden */
  73625. readonly _isLight: boolean;
  73626. /**
  73627. * Converts the light information to a readable string for debug purpose.
  73628. * @param fullDetails Supports for multiple levels of logging within scene loading
  73629. * @returns the human readable light info
  73630. */
  73631. toString(fullDetails?: boolean): string;
  73632. /** @hidden */
  73633. protected _syncParentEnabledState(): void;
  73634. /**
  73635. * Set the enabled state of this node.
  73636. * @param value - the new enabled state
  73637. */
  73638. setEnabled(value: boolean): void;
  73639. /**
  73640. * Returns the Light associated shadow generator if any.
  73641. * @return the associated shadow generator.
  73642. */
  73643. getShadowGenerator(): Nullable<IShadowGenerator>;
  73644. /**
  73645. * Returns a Vector3, the absolute light position in the World.
  73646. * @returns the world space position of the light
  73647. */
  73648. getAbsolutePosition(): Vector3;
  73649. /**
  73650. * Specifies if the light will affect the passed mesh.
  73651. * @param mesh The mesh to test against the light
  73652. * @return true the mesh is affected otherwise, false.
  73653. */
  73654. canAffectMesh(mesh: AbstractMesh): boolean;
  73655. /**
  73656. * Sort function to order lights for rendering.
  73657. * @param a First Light object to compare to second.
  73658. * @param b Second Light object to compare first.
  73659. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73660. */
  73661. static CompareLightsPriority(a: Light, b: Light): number;
  73662. /**
  73663. * Releases resources associated with this node.
  73664. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73665. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73666. */
  73667. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73668. /**
  73669. * Returns the light type ID (integer).
  73670. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73671. */
  73672. getTypeID(): number;
  73673. /**
  73674. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73675. * @returns the scaled intensity in intensity mode unit
  73676. */
  73677. getScaledIntensity(): number;
  73678. /**
  73679. * Returns a new Light object, named "name", from the current one.
  73680. * @param name The name of the cloned light
  73681. * @returns the new created light
  73682. */
  73683. clone(name: string): Nullable<Light>;
  73684. /**
  73685. * Serializes the current light into a Serialization object.
  73686. * @returns the serialized object.
  73687. */
  73688. serialize(): any;
  73689. /**
  73690. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73691. * This new light is named "name" and added to the passed scene.
  73692. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73693. * @param name The friendly name of the light
  73694. * @param scene The scene the new light will belong to
  73695. * @returns the constructor function
  73696. */
  73697. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73698. /**
  73699. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73700. * @param parsedLight The JSON representation of the light
  73701. * @param scene The scene to create the parsed light in
  73702. * @returns the created light after parsing
  73703. */
  73704. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73705. private _hookArrayForExcluded;
  73706. private _hookArrayForIncludedOnly;
  73707. private _resyncMeshes;
  73708. /**
  73709. * Forces the meshes to update their light related information in their rendering used effects
  73710. * @hidden Internal Use Only
  73711. */
  73712. _markMeshesAsLightDirty(): void;
  73713. /**
  73714. * Recomputes the cached photometric scale if needed.
  73715. */
  73716. private _computePhotometricScale;
  73717. /**
  73718. * Returns the Photometric Scale according to the light type and intensity mode.
  73719. */
  73720. private _getPhotometricScale;
  73721. /**
  73722. * Reorder the light in the scene according to their defined priority.
  73723. * @hidden Internal Use Only
  73724. */
  73725. _reorderLightsInScene(): void;
  73726. /**
  73727. * Prepares the list of defines specific to the light type.
  73728. * @param defines the list of defines
  73729. * @param lightIndex defines the index of the light for the effect
  73730. */
  73731. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73732. }
  73733. }
  73734. declare module BABYLON {
  73735. /**
  73736. * Interface used to define Action
  73737. */
  73738. export interface IAction {
  73739. /**
  73740. * Trigger for the action
  73741. */
  73742. trigger: number;
  73743. /** Options of the trigger */
  73744. triggerOptions: any;
  73745. /**
  73746. * Gets the trigger parameters
  73747. * @returns the trigger parameters
  73748. */
  73749. getTriggerParameter(): any;
  73750. /**
  73751. * Internal only - executes current action event
  73752. * @hidden
  73753. */
  73754. _executeCurrent(evt?: ActionEvent): void;
  73755. /**
  73756. * Serialize placeholder for child classes
  73757. * @param parent of child
  73758. * @returns the serialized object
  73759. */
  73760. serialize(parent: any): any;
  73761. /**
  73762. * Internal only
  73763. * @hidden
  73764. */
  73765. _prepare(): void;
  73766. /**
  73767. * Internal only - manager for action
  73768. * @hidden
  73769. */
  73770. _actionManager: AbstractActionManager;
  73771. /**
  73772. * Adds action to chain of actions, may be a DoNothingAction
  73773. * @param action defines the next action to execute
  73774. * @returns The action passed in
  73775. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73776. */
  73777. then(action: IAction): IAction;
  73778. }
  73779. /**
  73780. * The action to be carried out following a trigger
  73781. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73782. */
  73783. export class Action implements IAction {
  73784. /** the trigger, with or without parameters, for the action */
  73785. triggerOptions: any;
  73786. /**
  73787. * Trigger for the action
  73788. */
  73789. trigger: number;
  73790. /**
  73791. * Internal only - manager for action
  73792. * @hidden
  73793. */
  73794. _actionManager: ActionManager;
  73795. private _nextActiveAction;
  73796. private _child;
  73797. private _condition?;
  73798. private _triggerParameter;
  73799. /**
  73800. * An event triggered prior to action being executed.
  73801. */
  73802. onBeforeExecuteObservable: Observable<Action>;
  73803. /**
  73804. * Creates a new Action
  73805. * @param triggerOptions the trigger, with or without parameters, for the action
  73806. * @param condition an optional determinant of action
  73807. */
  73808. constructor(
  73809. /** the trigger, with or without parameters, for the action */
  73810. triggerOptions: any, condition?: Condition);
  73811. /**
  73812. * Internal only
  73813. * @hidden
  73814. */
  73815. _prepare(): void;
  73816. /**
  73817. * Gets the trigger parameters
  73818. * @returns the trigger parameters
  73819. */
  73820. getTriggerParameter(): any;
  73821. /**
  73822. * Internal only - executes current action event
  73823. * @hidden
  73824. */
  73825. _executeCurrent(evt?: ActionEvent): void;
  73826. /**
  73827. * Execute placeholder for child classes
  73828. * @param evt optional action event
  73829. */
  73830. execute(evt?: ActionEvent): void;
  73831. /**
  73832. * Skips to next active action
  73833. */
  73834. skipToNextActiveAction(): void;
  73835. /**
  73836. * Adds action to chain of actions, may be a DoNothingAction
  73837. * @param action defines the next action to execute
  73838. * @returns The action passed in
  73839. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73840. */
  73841. then(action: Action): Action;
  73842. /**
  73843. * Internal only
  73844. * @hidden
  73845. */
  73846. _getProperty(propertyPath: string): string;
  73847. /**
  73848. * Internal only
  73849. * @hidden
  73850. */
  73851. _getEffectiveTarget(target: any, propertyPath: string): any;
  73852. /**
  73853. * Serialize placeholder for child classes
  73854. * @param parent of child
  73855. * @returns the serialized object
  73856. */
  73857. serialize(parent: any): any;
  73858. /**
  73859. * Internal only called by serialize
  73860. * @hidden
  73861. */
  73862. protected _serialize(serializedAction: any, parent?: any): any;
  73863. /**
  73864. * Internal only
  73865. * @hidden
  73866. */
  73867. static _SerializeValueAsString: (value: any) => string;
  73868. /**
  73869. * Internal only
  73870. * @hidden
  73871. */
  73872. static _GetTargetProperty: (target: Node | Scene) => {
  73873. name: string;
  73874. targetType: string;
  73875. value: string;
  73876. };
  73877. }
  73878. }
  73879. declare module BABYLON {
  73880. /**
  73881. * A Condition applied to an Action
  73882. */
  73883. export class Condition {
  73884. /**
  73885. * Internal only - manager for action
  73886. * @hidden
  73887. */
  73888. _actionManager: ActionManager;
  73889. /**
  73890. * Internal only
  73891. * @hidden
  73892. */
  73893. _evaluationId: number;
  73894. /**
  73895. * Internal only
  73896. * @hidden
  73897. */
  73898. _currentResult: boolean;
  73899. /**
  73900. * Creates a new Condition
  73901. * @param actionManager the manager of the action the condition is applied to
  73902. */
  73903. constructor(actionManager: ActionManager);
  73904. /**
  73905. * Check if the current condition is valid
  73906. * @returns a boolean
  73907. */
  73908. isValid(): boolean;
  73909. /**
  73910. * Internal only
  73911. * @hidden
  73912. */
  73913. _getProperty(propertyPath: string): string;
  73914. /**
  73915. * Internal only
  73916. * @hidden
  73917. */
  73918. _getEffectiveTarget(target: any, propertyPath: string): any;
  73919. /**
  73920. * Serialize placeholder for child classes
  73921. * @returns the serialized object
  73922. */
  73923. serialize(): any;
  73924. /**
  73925. * Internal only
  73926. * @hidden
  73927. */
  73928. protected _serialize(serializedCondition: any): any;
  73929. }
  73930. /**
  73931. * Defines specific conditional operators as extensions of Condition
  73932. */
  73933. export class ValueCondition extends Condition {
  73934. /** path to specify the property of the target the conditional operator uses */
  73935. propertyPath: string;
  73936. /** the value compared by the conditional operator against the current value of the property */
  73937. value: any;
  73938. /** the conditional operator, default ValueCondition.IsEqual */
  73939. operator: number;
  73940. /**
  73941. * Internal only
  73942. * @hidden
  73943. */
  73944. private static _IsEqual;
  73945. /**
  73946. * Internal only
  73947. * @hidden
  73948. */
  73949. private static _IsDifferent;
  73950. /**
  73951. * Internal only
  73952. * @hidden
  73953. */
  73954. private static _IsGreater;
  73955. /**
  73956. * Internal only
  73957. * @hidden
  73958. */
  73959. private static _IsLesser;
  73960. /**
  73961. * returns the number for IsEqual
  73962. */
  73963. static readonly IsEqual: number;
  73964. /**
  73965. * Returns the number for IsDifferent
  73966. */
  73967. static readonly IsDifferent: number;
  73968. /**
  73969. * Returns the number for IsGreater
  73970. */
  73971. static readonly IsGreater: number;
  73972. /**
  73973. * Returns the number for IsLesser
  73974. */
  73975. static readonly IsLesser: number;
  73976. /**
  73977. * Internal only The action manager for the condition
  73978. * @hidden
  73979. */
  73980. _actionManager: ActionManager;
  73981. /**
  73982. * Internal only
  73983. * @hidden
  73984. */
  73985. private _target;
  73986. /**
  73987. * Internal only
  73988. * @hidden
  73989. */
  73990. private _effectiveTarget;
  73991. /**
  73992. * Internal only
  73993. * @hidden
  73994. */
  73995. private _property;
  73996. /**
  73997. * Creates a new ValueCondition
  73998. * @param actionManager manager for the action the condition applies to
  73999. * @param target for the action
  74000. * @param propertyPath path to specify the property of the target the conditional operator uses
  74001. * @param value the value compared by the conditional operator against the current value of the property
  74002. * @param operator the conditional operator, default ValueCondition.IsEqual
  74003. */
  74004. constructor(actionManager: ActionManager, target: any,
  74005. /** path to specify the property of the target the conditional operator uses */
  74006. propertyPath: string,
  74007. /** the value compared by the conditional operator against the current value of the property */
  74008. value: any,
  74009. /** the conditional operator, default ValueCondition.IsEqual */
  74010. operator?: number);
  74011. /**
  74012. * Compares the given value with the property value for the specified conditional operator
  74013. * @returns the result of the comparison
  74014. */
  74015. isValid(): boolean;
  74016. /**
  74017. * Serialize the ValueCondition into a JSON compatible object
  74018. * @returns serialization object
  74019. */
  74020. serialize(): any;
  74021. /**
  74022. * Gets the name of the conditional operator for the ValueCondition
  74023. * @param operator the conditional operator
  74024. * @returns the name
  74025. */
  74026. static GetOperatorName(operator: number): string;
  74027. }
  74028. /**
  74029. * Defines a predicate condition as an extension of Condition
  74030. */
  74031. export class PredicateCondition extends Condition {
  74032. /** defines the predicate function used to validate the condition */
  74033. predicate: () => boolean;
  74034. /**
  74035. * Internal only - manager for action
  74036. * @hidden
  74037. */
  74038. _actionManager: ActionManager;
  74039. /**
  74040. * Creates a new PredicateCondition
  74041. * @param actionManager manager for the action the condition applies to
  74042. * @param predicate defines the predicate function used to validate the condition
  74043. */
  74044. constructor(actionManager: ActionManager,
  74045. /** defines the predicate function used to validate the condition */
  74046. predicate: () => boolean);
  74047. /**
  74048. * @returns the validity of the predicate condition
  74049. */
  74050. isValid(): boolean;
  74051. }
  74052. /**
  74053. * Defines a state condition as an extension of Condition
  74054. */
  74055. export class StateCondition extends Condition {
  74056. /** Value to compare with target state */
  74057. value: string;
  74058. /**
  74059. * Internal only - manager for action
  74060. * @hidden
  74061. */
  74062. _actionManager: ActionManager;
  74063. /**
  74064. * Internal only
  74065. * @hidden
  74066. */
  74067. private _target;
  74068. /**
  74069. * Creates a new StateCondition
  74070. * @param actionManager manager for the action the condition applies to
  74071. * @param target of the condition
  74072. * @param value to compare with target state
  74073. */
  74074. constructor(actionManager: ActionManager, target: any,
  74075. /** Value to compare with target state */
  74076. value: string);
  74077. /**
  74078. * Gets a boolean indicating if the current condition is met
  74079. * @returns the validity of the state
  74080. */
  74081. isValid(): boolean;
  74082. /**
  74083. * Serialize the StateCondition into a JSON compatible object
  74084. * @returns serialization object
  74085. */
  74086. serialize(): any;
  74087. }
  74088. }
  74089. declare module BABYLON {
  74090. /**
  74091. * This defines an action responsible to toggle a boolean once triggered.
  74092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74093. */
  74094. export class SwitchBooleanAction extends Action {
  74095. /**
  74096. * The path to the boolean property in the target object
  74097. */
  74098. propertyPath: string;
  74099. private _target;
  74100. private _effectiveTarget;
  74101. private _property;
  74102. /**
  74103. * Instantiate the action
  74104. * @param triggerOptions defines the trigger options
  74105. * @param target defines the object containing the boolean
  74106. * @param propertyPath defines the path to the boolean property in the target object
  74107. * @param condition defines the trigger related conditions
  74108. */
  74109. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74110. /** @hidden */
  74111. _prepare(): void;
  74112. /**
  74113. * Execute the action toggle the boolean value.
  74114. */
  74115. execute(): void;
  74116. /**
  74117. * Serializes the actions and its related information.
  74118. * @param parent defines the object to serialize in
  74119. * @returns the serialized object
  74120. */
  74121. serialize(parent: any): any;
  74122. }
  74123. /**
  74124. * This defines an action responsible to set a the state field of the target
  74125. * to a desired value once triggered.
  74126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74127. */
  74128. export class SetStateAction extends Action {
  74129. /**
  74130. * The value to store in the state field.
  74131. */
  74132. value: string;
  74133. private _target;
  74134. /**
  74135. * Instantiate the action
  74136. * @param triggerOptions defines the trigger options
  74137. * @param target defines the object containing the state property
  74138. * @param value defines the value to store in the state field
  74139. * @param condition defines the trigger related conditions
  74140. */
  74141. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74142. /**
  74143. * Execute the action and store the value on the target state property.
  74144. */
  74145. execute(): void;
  74146. /**
  74147. * Serializes the actions and its related information.
  74148. * @param parent defines the object to serialize in
  74149. * @returns the serialized object
  74150. */
  74151. serialize(parent: any): any;
  74152. }
  74153. /**
  74154. * This defines an action responsible to set a property of the target
  74155. * to a desired value once triggered.
  74156. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74157. */
  74158. export class SetValueAction extends Action {
  74159. /**
  74160. * The path of the property to set in the target.
  74161. */
  74162. propertyPath: string;
  74163. /**
  74164. * The value to set in the property
  74165. */
  74166. value: any;
  74167. private _target;
  74168. private _effectiveTarget;
  74169. private _property;
  74170. /**
  74171. * Instantiate the action
  74172. * @param triggerOptions defines the trigger options
  74173. * @param target defines the object containing the property
  74174. * @param propertyPath defines the path of the property to set in the target
  74175. * @param value defines the value to set in the property
  74176. * @param condition defines the trigger related conditions
  74177. */
  74178. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74179. /** @hidden */
  74180. _prepare(): void;
  74181. /**
  74182. * Execute the action and set the targetted property to the desired value.
  74183. */
  74184. execute(): void;
  74185. /**
  74186. * Serializes the actions and its related information.
  74187. * @param parent defines the object to serialize in
  74188. * @returns the serialized object
  74189. */
  74190. serialize(parent: any): any;
  74191. }
  74192. /**
  74193. * This defines an action responsible to increment the target value
  74194. * to a desired value once triggered.
  74195. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74196. */
  74197. export class IncrementValueAction extends Action {
  74198. /**
  74199. * The path of the property to increment in the target.
  74200. */
  74201. propertyPath: string;
  74202. /**
  74203. * The value we should increment the property by.
  74204. */
  74205. value: any;
  74206. private _target;
  74207. private _effectiveTarget;
  74208. private _property;
  74209. /**
  74210. * Instantiate the action
  74211. * @param triggerOptions defines the trigger options
  74212. * @param target defines the object containing the property
  74213. * @param propertyPath defines the path of the property to increment in the target
  74214. * @param value defines the value value we should increment the property by
  74215. * @param condition defines the trigger related conditions
  74216. */
  74217. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74218. /** @hidden */
  74219. _prepare(): void;
  74220. /**
  74221. * Execute the action and increment the target of the value amount.
  74222. */
  74223. execute(): void;
  74224. /**
  74225. * Serializes the actions and its related information.
  74226. * @param parent defines the object to serialize in
  74227. * @returns the serialized object
  74228. */
  74229. serialize(parent: any): any;
  74230. }
  74231. /**
  74232. * This defines an action responsible to start an animation once triggered.
  74233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74234. */
  74235. export class PlayAnimationAction extends Action {
  74236. /**
  74237. * Where the animation should start (animation frame)
  74238. */
  74239. from: number;
  74240. /**
  74241. * Where the animation should stop (animation frame)
  74242. */
  74243. to: number;
  74244. /**
  74245. * Define if the animation should loop or stop after the first play.
  74246. */
  74247. loop?: boolean;
  74248. private _target;
  74249. /**
  74250. * Instantiate the action
  74251. * @param triggerOptions defines the trigger options
  74252. * @param target defines the target animation or animation name
  74253. * @param from defines from where the animation should start (animation frame)
  74254. * @param end defines where the animation should stop (animation frame)
  74255. * @param loop defines if the animation should loop or stop after the first play
  74256. * @param condition defines the trigger related conditions
  74257. */
  74258. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74259. /** @hidden */
  74260. _prepare(): void;
  74261. /**
  74262. * Execute the action and play the animation.
  74263. */
  74264. execute(): void;
  74265. /**
  74266. * Serializes the actions and its related information.
  74267. * @param parent defines the object to serialize in
  74268. * @returns the serialized object
  74269. */
  74270. serialize(parent: any): any;
  74271. }
  74272. /**
  74273. * This defines an action responsible to stop an animation once triggered.
  74274. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74275. */
  74276. export class StopAnimationAction extends Action {
  74277. private _target;
  74278. /**
  74279. * Instantiate the action
  74280. * @param triggerOptions defines the trigger options
  74281. * @param target defines the target animation or animation name
  74282. * @param condition defines the trigger related conditions
  74283. */
  74284. constructor(triggerOptions: any, target: any, condition?: Condition);
  74285. /** @hidden */
  74286. _prepare(): void;
  74287. /**
  74288. * Execute the action and stop the animation.
  74289. */
  74290. execute(): void;
  74291. /**
  74292. * Serializes the actions and its related information.
  74293. * @param parent defines the object to serialize in
  74294. * @returns the serialized object
  74295. */
  74296. serialize(parent: any): any;
  74297. }
  74298. /**
  74299. * This defines an action responsible that does nothing once triggered.
  74300. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74301. */
  74302. export class DoNothingAction extends Action {
  74303. /**
  74304. * Instantiate the action
  74305. * @param triggerOptions defines the trigger options
  74306. * @param condition defines the trigger related conditions
  74307. */
  74308. constructor(triggerOptions?: any, condition?: Condition);
  74309. /**
  74310. * Execute the action and do nothing.
  74311. */
  74312. execute(): void;
  74313. /**
  74314. * Serializes the actions and its related information.
  74315. * @param parent defines the object to serialize in
  74316. * @returns the serialized object
  74317. */
  74318. serialize(parent: any): any;
  74319. }
  74320. /**
  74321. * This defines an action responsible to trigger several actions once triggered.
  74322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74323. */
  74324. export class CombineAction extends Action {
  74325. /**
  74326. * The list of aggregated animations to run.
  74327. */
  74328. children: Action[];
  74329. /**
  74330. * Instantiate the action
  74331. * @param triggerOptions defines the trigger options
  74332. * @param children defines the list of aggregated animations to run
  74333. * @param condition defines the trigger related conditions
  74334. */
  74335. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74336. /** @hidden */
  74337. _prepare(): void;
  74338. /**
  74339. * Execute the action and executes all the aggregated actions.
  74340. */
  74341. execute(evt: ActionEvent): void;
  74342. /**
  74343. * Serializes the actions and its related information.
  74344. * @param parent defines the object to serialize in
  74345. * @returns the serialized object
  74346. */
  74347. serialize(parent: any): any;
  74348. }
  74349. /**
  74350. * This defines an action responsible to run code (external event) once triggered.
  74351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74352. */
  74353. export class ExecuteCodeAction extends Action {
  74354. /**
  74355. * The callback function to run.
  74356. */
  74357. func: (evt: ActionEvent) => void;
  74358. /**
  74359. * Instantiate the action
  74360. * @param triggerOptions defines the trigger options
  74361. * @param func defines the callback function to run
  74362. * @param condition defines the trigger related conditions
  74363. */
  74364. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74365. /**
  74366. * Execute the action and run the attached code.
  74367. */
  74368. execute(evt: ActionEvent): void;
  74369. }
  74370. /**
  74371. * This defines an action responsible to set the parent property of the target once triggered.
  74372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74373. */
  74374. export class SetParentAction extends Action {
  74375. private _parent;
  74376. private _target;
  74377. /**
  74378. * Instantiate the action
  74379. * @param triggerOptions defines the trigger options
  74380. * @param target defines the target containing the parent property
  74381. * @param parent defines from where the animation should start (animation frame)
  74382. * @param condition defines the trigger related conditions
  74383. */
  74384. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74385. /** @hidden */
  74386. _prepare(): void;
  74387. /**
  74388. * Execute the action and set the parent property.
  74389. */
  74390. execute(): void;
  74391. /**
  74392. * Serializes the actions and its related information.
  74393. * @param parent defines the object to serialize in
  74394. * @returns the serialized object
  74395. */
  74396. serialize(parent: any): any;
  74397. }
  74398. }
  74399. declare module BABYLON {
  74400. /**
  74401. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74402. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74404. */
  74405. export class ActionManager extends AbstractActionManager {
  74406. /**
  74407. * Nothing
  74408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74409. */
  74410. static readonly NothingTrigger: number;
  74411. /**
  74412. * On pick
  74413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74414. */
  74415. static readonly OnPickTrigger: number;
  74416. /**
  74417. * On left pick
  74418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74419. */
  74420. static readonly OnLeftPickTrigger: number;
  74421. /**
  74422. * On right pick
  74423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74424. */
  74425. static readonly OnRightPickTrigger: number;
  74426. /**
  74427. * On center pick
  74428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74429. */
  74430. static readonly OnCenterPickTrigger: number;
  74431. /**
  74432. * On pick down
  74433. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74434. */
  74435. static readonly OnPickDownTrigger: number;
  74436. /**
  74437. * On double pick
  74438. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74439. */
  74440. static readonly OnDoublePickTrigger: number;
  74441. /**
  74442. * On pick up
  74443. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74444. */
  74445. static readonly OnPickUpTrigger: number;
  74446. /**
  74447. * On pick out.
  74448. * This trigger will only be raised if you also declared a OnPickDown
  74449. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74450. */
  74451. static readonly OnPickOutTrigger: number;
  74452. /**
  74453. * On long press
  74454. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74455. */
  74456. static readonly OnLongPressTrigger: number;
  74457. /**
  74458. * On pointer over
  74459. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74460. */
  74461. static readonly OnPointerOverTrigger: number;
  74462. /**
  74463. * On pointer out
  74464. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74465. */
  74466. static readonly OnPointerOutTrigger: number;
  74467. /**
  74468. * On every frame
  74469. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74470. */
  74471. static readonly OnEveryFrameTrigger: number;
  74472. /**
  74473. * On intersection enter
  74474. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74475. */
  74476. static readonly OnIntersectionEnterTrigger: number;
  74477. /**
  74478. * On intersection exit
  74479. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74480. */
  74481. static readonly OnIntersectionExitTrigger: number;
  74482. /**
  74483. * On key down
  74484. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74485. */
  74486. static readonly OnKeyDownTrigger: number;
  74487. /**
  74488. * On key up
  74489. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74490. */
  74491. static readonly OnKeyUpTrigger: number;
  74492. private _scene;
  74493. /**
  74494. * Creates a new action manager
  74495. * @param scene defines the hosting scene
  74496. */
  74497. constructor(scene: Scene);
  74498. /**
  74499. * Releases all associated resources
  74500. */
  74501. dispose(): void;
  74502. /**
  74503. * Gets hosting scene
  74504. * @returns the hosting scene
  74505. */
  74506. getScene(): Scene;
  74507. /**
  74508. * Does this action manager handles actions of any of the given triggers
  74509. * @param triggers defines the triggers to be tested
  74510. * @return a boolean indicating whether one (or more) of the triggers is handled
  74511. */
  74512. hasSpecificTriggers(triggers: number[]): boolean;
  74513. /**
  74514. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74515. * speed.
  74516. * @param triggerA defines the trigger to be tested
  74517. * @param triggerB defines the trigger to be tested
  74518. * @return a boolean indicating whether one (or more) of the triggers is handled
  74519. */
  74520. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74521. /**
  74522. * Does this action manager handles actions of a given trigger
  74523. * @param trigger defines the trigger to be tested
  74524. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74525. * @return whether the trigger is handled
  74526. */
  74527. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74528. /**
  74529. * Does this action manager has pointer triggers
  74530. */
  74531. readonly hasPointerTriggers: boolean;
  74532. /**
  74533. * Does this action manager has pick triggers
  74534. */
  74535. readonly hasPickTriggers: boolean;
  74536. /**
  74537. * Registers an action to this action manager
  74538. * @param action defines the action to be registered
  74539. * @return the action amended (prepared) after registration
  74540. */
  74541. registerAction(action: IAction): Nullable<IAction>;
  74542. /**
  74543. * Unregisters an action to this action manager
  74544. * @param action defines the action to be unregistered
  74545. * @return a boolean indicating whether the action has been unregistered
  74546. */
  74547. unregisterAction(action: IAction): Boolean;
  74548. /**
  74549. * Process a specific trigger
  74550. * @param trigger defines the trigger to process
  74551. * @param evt defines the event details to be processed
  74552. */
  74553. processTrigger(trigger: number, evt?: IActionEvent): void;
  74554. /** @hidden */
  74555. _getEffectiveTarget(target: any, propertyPath: string): any;
  74556. /** @hidden */
  74557. _getProperty(propertyPath: string): string;
  74558. /**
  74559. * Serialize this manager to a JSON object
  74560. * @param name defines the property name to store this manager
  74561. * @returns a JSON representation of this manager
  74562. */
  74563. serialize(name: string): any;
  74564. /**
  74565. * Creates a new ActionManager from a JSON data
  74566. * @param parsedActions defines the JSON data to read from
  74567. * @param object defines the hosting mesh
  74568. * @param scene defines the hosting scene
  74569. */
  74570. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74571. /**
  74572. * Get a trigger name by index
  74573. * @param trigger defines the trigger index
  74574. * @returns a trigger name
  74575. */
  74576. static GetTriggerName(trigger: number): string;
  74577. }
  74578. }
  74579. declare module BABYLON {
  74580. /**
  74581. * Class representing a ray with position and direction
  74582. */
  74583. export class Ray {
  74584. /** origin point */
  74585. origin: Vector3;
  74586. /** direction */
  74587. direction: Vector3;
  74588. /** length of the ray */
  74589. length: number;
  74590. private static readonly TmpVector3;
  74591. private _tmpRay;
  74592. /**
  74593. * Creates a new ray
  74594. * @param origin origin point
  74595. * @param direction direction
  74596. * @param length length of the ray
  74597. */
  74598. constructor(
  74599. /** origin point */
  74600. origin: Vector3,
  74601. /** direction */
  74602. direction: Vector3,
  74603. /** length of the ray */
  74604. length?: number);
  74605. /**
  74606. * Checks if the ray intersects a box
  74607. * @param minimum bound of the box
  74608. * @param maximum bound of the box
  74609. * @param intersectionTreshold extra extend to be added to the box in all direction
  74610. * @returns if the box was hit
  74611. */
  74612. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74613. /**
  74614. * Checks if the ray intersects a box
  74615. * @param box the bounding box to check
  74616. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74617. * @returns if the box was hit
  74618. */
  74619. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74620. /**
  74621. * If the ray hits a sphere
  74622. * @param sphere the bounding sphere to check
  74623. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74624. * @returns true if it hits the sphere
  74625. */
  74626. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74627. /**
  74628. * If the ray hits a triange
  74629. * @param vertex0 triangle vertex
  74630. * @param vertex1 triangle vertex
  74631. * @param vertex2 triangle vertex
  74632. * @returns intersection information if hit
  74633. */
  74634. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74635. /**
  74636. * Checks if ray intersects a plane
  74637. * @param plane the plane to check
  74638. * @returns the distance away it was hit
  74639. */
  74640. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74641. /**
  74642. * Calculate the intercept of a ray on a given axis
  74643. * @param axis to check 'x' | 'y' | 'z'
  74644. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74645. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74646. */
  74647. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74648. /**
  74649. * Checks if ray intersects a mesh
  74650. * @param mesh the mesh to check
  74651. * @param fastCheck if only the bounding box should checked
  74652. * @returns picking info of the intersecton
  74653. */
  74654. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74655. /**
  74656. * Checks if ray intersects a mesh
  74657. * @param meshes the meshes to check
  74658. * @param fastCheck if only the bounding box should checked
  74659. * @param results array to store result in
  74660. * @returns Array of picking infos
  74661. */
  74662. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74663. private _comparePickingInfo;
  74664. private static smallnum;
  74665. private static rayl;
  74666. /**
  74667. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74668. * @param sega the first point of the segment to test the intersection against
  74669. * @param segb the second point of the segment to test the intersection against
  74670. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74671. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74672. */
  74673. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74674. /**
  74675. * Update the ray from viewport position
  74676. * @param x position
  74677. * @param y y position
  74678. * @param viewportWidth viewport width
  74679. * @param viewportHeight viewport height
  74680. * @param world world matrix
  74681. * @param view view matrix
  74682. * @param projection projection matrix
  74683. * @returns this ray updated
  74684. */
  74685. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74686. /**
  74687. * Creates a ray with origin and direction of 0,0,0
  74688. * @returns the new ray
  74689. */
  74690. static Zero(): Ray;
  74691. /**
  74692. * Creates a new ray from screen space and viewport
  74693. * @param x position
  74694. * @param y y position
  74695. * @param viewportWidth viewport width
  74696. * @param viewportHeight viewport height
  74697. * @param world world matrix
  74698. * @param view view matrix
  74699. * @param projection projection matrix
  74700. * @returns new ray
  74701. */
  74702. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74703. /**
  74704. * 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
  74705. * transformed to the given world matrix.
  74706. * @param origin The origin point
  74707. * @param end The end point
  74708. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74709. * @returns the new ray
  74710. */
  74711. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74712. /**
  74713. * Transforms a ray by a matrix
  74714. * @param ray ray to transform
  74715. * @param matrix matrix to apply
  74716. * @returns the resulting new ray
  74717. */
  74718. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74719. /**
  74720. * Transforms a ray by a matrix
  74721. * @param ray ray to transform
  74722. * @param matrix matrix to apply
  74723. * @param result ray to store result in
  74724. */
  74725. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74726. /**
  74727. * Unproject a ray from screen space to object space
  74728. * @param sourceX defines the screen space x coordinate to use
  74729. * @param sourceY defines the screen space y coordinate to use
  74730. * @param viewportWidth defines the current width of the viewport
  74731. * @param viewportHeight defines the current height of the viewport
  74732. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74733. * @param view defines the view matrix to use
  74734. * @param projection defines the projection matrix to use
  74735. */
  74736. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74737. }
  74738. /**
  74739. * Type used to define predicate used to select faces when a mesh intersection is detected
  74740. */
  74741. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74742. interface Scene {
  74743. /** @hidden */
  74744. _tempPickingRay: Nullable<Ray>;
  74745. /** @hidden */
  74746. _cachedRayForTransform: Ray;
  74747. /** @hidden */
  74748. _pickWithRayInverseMatrix: Matrix;
  74749. /** @hidden */
  74750. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74751. /** @hidden */
  74752. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74753. }
  74754. }
  74755. declare module BABYLON {
  74756. /**
  74757. * Groups all the scene component constants in one place to ease maintenance.
  74758. * @hidden
  74759. */
  74760. export class SceneComponentConstants {
  74761. static readonly NAME_EFFECTLAYER: string;
  74762. static readonly NAME_LAYER: string;
  74763. static readonly NAME_LENSFLARESYSTEM: string;
  74764. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74765. static readonly NAME_PARTICLESYSTEM: string;
  74766. static readonly NAME_GAMEPAD: string;
  74767. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74768. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74769. static readonly NAME_DEPTHRENDERER: string;
  74770. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74771. static readonly NAME_SPRITE: string;
  74772. static readonly NAME_OUTLINERENDERER: string;
  74773. static readonly NAME_PROCEDURALTEXTURE: string;
  74774. static readonly NAME_SHADOWGENERATOR: string;
  74775. static readonly NAME_OCTREE: string;
  74776. static readonly NAME_PHYSICSENGINE: string;
  74777. static readonly NAME_AUDIO: string;
  74778. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74779. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74780. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74781. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74782. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74783. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74784. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74785. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74786. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74787. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74788. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74789. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74790. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74791. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74792. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74793. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74794. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74795. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74796. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74797. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74798. static readonly STEP_AFTERRENDER_AUDIO: number;
  74799. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74800. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74801. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74802. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74803. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74804. static readonly STEP_POINTERMOVE_SPRITE: number;
  74805. static readonly STEP_POINTERDOWN_SPRITE: number;
  74806. static readonly STEP_POINTERUP_SPRITE: number;
  74807. }
  74808. /**
  74809. * This represents a scene component.
  74810. *
  74811. * This is used to decouple the dependency the scene is having on the different workloads like
  74812. * layers, post processes...
  74813. */
  74814. export interface ISceneComponent {
  74815. /**
  74816. * The name of the component. Each component must have a unique name.
  74817. */
  74818. name: string;
  74819. /**
  74820. * The scene the component belongs to.
  74821. */
  74822. scene: Scene;
  74823. /**
  74824. * Register the component to one instance of a scene.
  74825. */
  74826. register(): void;
  74827. /**
  74828. * Rebuilds the elements related to this component in case of
  74829. * context lost for instance.
  74830. */
  74831. rebuild(): void;
  74832. /**
  74833. * Disposes the component and the associated ressources.
  74834. */
  74835. dispose(): void;
  74836. }
  74837. /**
  74838. * This represents a SERIALIZABLE scene component.
  74839. *
  74840. * This extends Scene Component to add Serialization methods on top.
  74841. */
  74842. export interface ISceneSerializableComponent extends ISceneComponent {
  74843. /**
  74844. * Adds all the elements from the container to the scene
  74845. * @param container the container holding the elements
  74846. */
  74847. addFromContainer(container: AbstractScene): void;
  74848. /**
  74849. * Removes all the elements in the container from the scene
  74850. * @param container contains the elements to remove
  74851. * @param dispose if the removed element should be disposed (default: false)
  74852. */
  74853. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74854. /**
  74855. * Serializes the component data to the specified json object
  74856. * @param serializationObject The object to serialize to
  74857. */
  74858. serialize(serializationObject: any): void;
  74859. }
  74860. /**
  74861. * Strong typing of a Mesh related stage step action
  74862. */
  74863. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74864. /**
  74865. * Strong typing of a Evaluate Sub Mesh related stage step action
  74866. */
  74867. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  74868. /**
  74869. * Strong typing of a Active Mesh related stage step action
  74870. */
  74871. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  74872. /**
  74873. * Strong typing of a Camera related stage step action
  74874. */
  74875. export type CameraStageAction = (camera: Camera) => void;
  74876. /**
  74877. * Strong typing of a Camera Frame buffer related stage step action
  74878. */
  74879. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  74880. /**
  74881. * Strong typing of a Render Target related stage step action
  74882. */
  74883. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  74884. /**
  74885. * Strong typing of a RenderingGroup related stage step action
  74886. */
  74887. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  74888. /**
  74889. * Strong typing of a Mesh Render related stage step action
  74890. */
  74891. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  74892. /**
  74893. * Strong typing of a simple stage step action
  74894. */
  74895. export type SimpleStageAction = () => void;
  74896. /**
  74897. * Strong typing of a render target action.
  74898. */
  74899. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  74900. /**
  74901. * Strong typing of a pointer move action.
  74902. */
  74903. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  74904. /**
  74905. * Strong typing of a pointer up/down action.
  74906. */
  74907. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  74908. /**
  74909. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  74910. * @hidden
  74911. */
  74912. export class Stage<T extends Function> extends Array<{
  74913. index: number;
  74914. component: ISceneComponent;
  74915. action: T;
  74916. }> {
  74917. /**
  74918. * Hide ctor from the rest of the world.
  74919. * @param items The items to add.
  74920. */
  74921. private constructor();
  74922. /**
  74923. * Creates a new Stage.
  74924. * @returns A new instance of a Stage
  74925. */
  74926. static Create<T extends Function>(): Stage<T>;
  74927. /**
  74928. * Registers a step in an ordered way in the targeted stage.
  74929. * @param index Defines the position to register the step in
  74930. * @param component Defines the component attached to the step
  74931. * @param action Defines the action to launch during the step
  74932. */
  74933. registerStep(index: number, component: ISceneComponent, action: T): void;
  74934. /**
  74935. * Clears all the steps from the stage.
  74936. */
  74937. clear(): void;
  74938. }
  74939. }
  74940. declare module BABYLON {
  74941. interface Scene {
  74942. /** @hidden */
  74943. _pointerOverSprite: Nullable<Sprite>;
  74944. /** @hidden */
  74945. _pickedDownSprite: Nullable<Sprite>;
  74946. /** @hidden */
  74947. _tempSpritePickingRay: Nullable<Ray>;
  74948. /**
  74949. * All of the sprite managers added to this scene
  74950. * @see http://doc.babylonjs.com/babylon101/sprites
  74951. */
  74952. spriteManagers: Array<ISpriteManager>;
  74953. /**
  74954. * An event triggered when sprites rendering is about to start
  74955. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74956. */
  74957. onBeforeSpritesRenderingObservable: Observable<Scene>;
  74958. /**
  74959. * An event triggered when sprites rendering is done
  74960. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74961. */
  74962. onAfterSpritesRenderingObservable: Observable<Scene>;
  74963. /** @hidden */
  74964. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74965. /** Launch a ray to try to pick a sprite in the scene
  74966. * @param x position on screen
  74967. * @param y position on screen
  74968. * @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
  74969. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74970. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  74971. * @returns a PickingInfo
  74972. */
  74973. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74974. /** Use the given ray to pick a sprite in the scene
  74975. * @param ray The ray (in world space) to use to pick meshes
  74976. * @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
  74977. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74978. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  74979. * @returns a PickingInfo
  74980. */
  74981. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74982. /**
  74983. * Force the sprite under the pointer
  74984. * @param sprite defines the sprite to use
  74985. */
  74986. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  74987. /**
  74988. * Gets the sprite under the pointer
  74989. * @returns a Sprite or null if no sprite is under the pointer
  74990. */
  74991. getPointerOverSprite(): Nullable<Sprite>;
  74992. }
  74993. /**
  74994. * Defines the sprite scene component responsible to manage sprites
  74995. * in a given scene.
  74996. */
  74997. export class SpriteSceneComponent implements ISceneComponent {
  74998. /**
  74999. * The component name helpfull to identify the component in the list of scene components.
  75000. */
  75001. readonly name: string;
  75002. /**
  75003. * The scene the component belongs to.
  75004. */
  75005. scene: Scene;
  75006. /** @hidden */
  75007. private _spritePredicate;
  75008. /**
  75009. * Creates a new instance of the component for the given scene
  75010. * @param scene Defines the scene to register the component in
  75011. */
  75012. constructor(scene: Scene);
  75013. /**
  75014. * Registers the component in a given scene
  75015. */
  75016. register(): void;
  75017. /**
  75018. * Rebuilds the elements related to this component in case of
  75019. * context lost for instance.
  75020. */
  75021. rebuild(): void;
  75022. /**
  75023. * Disposes the component and the associated ressources.
  75024. */
  75025. dispose(): void;
  75026. private _pickSpriteButKeepRay;
  75027. private _pointerMove;
  75028. private _pointerDown;
  75029. private _pointerUp;
  75030. }
  75031. }
  75032. declare module BABYLON {
  75033. /** @hidden */
  75034. export var fogFragmentDeclaration: {
  75035. name: string;
  75036. shader: string;
  75037. };
  75038. }
  75039. declare module BABYLON {
  75040. /** @hidden */
  75041. export var fogFragment: {
  75042. name: string;
  75043. shader: string;
  75044. };
  75045. }
  75046. declare module BABYLON {
  75047. /** @hidden */
  75048. export var spritesPixelShader: {
  75049. name: string;
  75050. shader: string;
  75051. };
  75052. }
  75053. declare module BABYLON {
  75054. /** @hidden */
  75055. export var fogVertexDeclaration: {
  75056. name: string;
  75057. shader: string;
  75058. };
  75059. }
  75060. declare module BABYLON {
  75061. /** @hidden */
  75062. export var spritesVertexShader: {
  75063. name: string;
  75064. shader: string;
  75065. };
  75066. }
  75067. declare module BABYLON {
  75068. /**
  75069. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75070. */
  75071. export interface ISpriteManager extends IDisposable {
  75072. /**
  75073. * Restricts the camera to viewing objects with the same layerMask.
  75074. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75075. */
  75076. layerMask: number;
  75077. /**
  75078. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75079. */
  75080. isPickable: boolean;
  75081. /**
  75082. * Specifies the rendering group id for this mesh (0 by default)
  75083. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75084. */
  75085. renderingGroupId: number;
  75086. /**
  75087. * Defines the list of sprites managed by the manager.
  75088. */
  75089. sprites: Array<Sprite>;
  75090. /**
  75091. * Tests the intersection of a sprite with a specific ray.
  75092. * @param ray The ray we are sending to test the collision
  75093. * @param camera The camera space we are sending rays in
  75094. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75095. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75096. * @returns picking info or null.
  75097. */
  75098. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75099. /**
  75100. * Renders the list of sprites on screen.
  75101. */
  75102. render(): void;
  75103. }
  75104. /**
  75105. * Class used to manage multiple sprites on the same spritesheet
  75106. * @see http://doc.babylonjs.com/babylon101/sprites
  75107. */
  75108. export class SpriteManager implements ISpriteManager {
  75109. /** defines the manager's name */
  75110. name: string;
  75111. /** Gets the list of sprites */
  75112. sprites: Sprite[];
  75113. /** Gets or sets the rendering group id (0 by default) */
  75114. renderingGroupId: number;
  75115. /** Gets or sets camera layer mask */
  75116. layerMask: number;
  75117. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75118. fogEnabled: boolean;
  75119. /** Gets or sets a boolean indicating if the sprites are pickable */
  75120. isPickable: boolean;
  75121. /** Defines the default width of a cell in the spritesheet */
  75122. cellWidth: number;
  75123. /** Defines the default height of a cell in the spritesheet */
  75124. cellHeight: number;
  75125. /**
  75126. * An event triggered when the manager is disposed.
  75127. */
  75128. onDisposeObservable: Observable<SpriteManager>;
  75129. private _onDisposeObserver;
  75130. /**
  75131. * Callback called when the manager is disposed
  75132. */
  75133. onDispose: () => void;
  75134. private _capacity;
  75135. private _spriteTexture;
  75136. private _epsilon;
  75137. private _scene;
  75138. private _vertexData;
  75139. private _buffer;
  75140. private _vertexBuffers;
  75141. private _indexBuffer;
  75142. private _effectBase;
  75143. private _effectFog;
  75144. /**
  75145. * Gets or sets the spritesheet texture
  75146. */
  75147. texture: Texture;
  75148. /**
  75149. * Creates a new sprite manager
  75150. * @param name defines the manager's name
  75151. * @param imgUrl defines the sprite sheet url
  75152. * @param capacity defines the maximum allowed number of sprites
  75153. * @param cellSize defines the size of a sprite cell
  75154. * @param scene defines the hosting scene
  75155. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75156. * @param samplingMode defines the smapling mode to use with spritesheet
  75157. */
  75158. constructor(
  75159. /** defines the manager's name */
  75160. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75161. private _appendSpriteVertex;
  75162. /**
  75163. * Intersects the sprites with a ray
  75164. * @param ray defines the ray to intersect with
  75165. * @param camera defines the current active camera
  75166. * @param predicate defines a predicate used to select candidate sprites
  75167. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75168. * @returns null if no hit or a PickingInfo
  75169. */
  75170. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75171. /**
  75172. * Render all child sprites
  75173. */
  75174. render(): void;
  75175. /**
  75176. * Release associated resources
  75177. */
  75178. dispose(): void;
  75179. }
  75180. }
  75181. declare module BABYLON {
  75182. /**
  75183. * Class used to represent a sprite
  75184. * @see http://doc.babylonjs.com/babylon101/sprites
  75185. */
  75186. export class Sprite {
  75187. /** defines the name */
  75188. name: string;
  75189. /** Gets or sets the current world position */
  75190. position: Vector3;
  75191. /** Gets or sets the main color */
  75192. color: Color4;
  75193. /** Gets or sets the width */
  75194. width: number;
  75195. /** Gets or sets the height */
  75196. height: number;
  75197. /** Gets or sets rotation angle */
  75198. angle: number;
  75199. /** Gets or sets the cell index in the sprite sheet */
  75200. cellIndex: number;
  75201. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75202. invertU: number;
  75203. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75204. invertV: number;
  75205. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75206. disposeWhenFinishedAnimating: boolean;
  75207. /** Gets the list of attached animations */
  75208. animations: Animation[];
  75209. /** Gets or sets a boolean indicating if the sprite can be picked */
  75210. isPickable: boolean;
  75211. /**
  75212. * Gets or sets the associated action manager
  75213. */
  75214. actionManager: Nullable<ActionManager>;
  75215. private _animationStarted;
  75216. private _loopAnimation;
  75217. private _fromIndex;
  75218. private _toIndex;
  75219. private _delay;
  75220. private _direction;
  75221. private _manager;
  75222. private _time;
  75223. private _onAnimationEnd;
  75224. /**
  75225. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75226. */
  75227. isVisible: boolean;
  75228. /**
  75229. * Gets or sets the sprite size
  75230. */
  75231. size: number;
  75232. /**
  75233. * Creates a new Sprite
  75234. * @param name defines the name
  75235. * @param manager defines the manager
  75236. */
  75237. constructor(
  75238. /** defines the name */
  75239. name: string, manager: ISpriteManager);
  75240. /**
  75241. * Starts an animation
  75242. * @param from defines the initial key
  75243. * @param to defines the end key
  75244. * @param loop defines if the animation must loop
  75245. * @param delay defines the start delay (in ms)
  75246. * @param onAnimationEnd defines a callback to call when animation ends
  75247. */
  75248. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75249. /** Stops current animation (if any) */
  75250. stopAnimation(): void;
  75251. /** @hidden */
  75252. _animate(deltaTime: number): void;
  75253. /** Release associated resources */
  75254. dispose(): void;
  75255. }
  75256. }
  75257. declare module BABYLON {
  75258. /**
  75259. * Information about the result of picking within a scene
  75260. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75261. */
  75262. export class PickingInfo {
  75263. /** @hidden */
  75264. _pickingUnavailable: boolean;
  75265. /**
  75266. * If the pick collided with an object
  75267. */
  75268. hit: boolean;
  75269. /**
  75270. * Distance away where the pick collided
  75271. */
  75272. distance: number;
  75273. /**
  75274. * The location of pick collision
  75275. */
  75276. pickedPoint: Nullable<Vector3>;
  75277. /**
  75278. * The mesh corresponding the the pick collision
  75279. */
  75280. pickedMesh: Nullable<AbstractMesh>;
  75281. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75282. bu: number;
  75283. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75284. bv: number;
  75285. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75286. faceId: number;
  75287. /** Id of the the submesh that was picked */
  75288. subMeshId: number;
  75289. /** If a sprite was picked, this will be the sprite the pick collided with */
  75290. pickedSprite: Nullable<Sprite>;
  75291. /**
  75292. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75293. */
  75294. originMesh: Nullable<AbstractMesh>;
  75295. /**
  75296. * The ray that was used to perform the picking.
  75297. */
  75298. ray: Nullable<Ray>;
  75299. /**
  75300. * Gets the normal correspodning to the face the pick collided with
  75301. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75302. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75303. * @returns The normal correspodning to the face the pick collided with
  75304. */
  75305. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75306. /**
  75307. * Gets the texture coordinates of where the pick occured
  75308. * @returns the vector containing the coordnates of the texture
  75309. */
  75310. getTextureCoordinates(): Nullable<Vector2>;
  75311. }
  75312. }
  75313. declare module BABYLON {
  75314. /**
  75315. * Gather the list of pointer event types as constants.
  75316. */
  75317. export class PointerEventTypes {
  75318. /**
  75319. * 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.
  75320. */
  75321. static readonly POINTERDOWN: number;
  75322. /**
  75323. * The pointerup event is fired when a pointer is no longer active.
  75324. */
  75325. static readonly POINTERUP: number;
  75326. /**
  75327. * The pointermove event is fired when a pointer changes coordinates.
  75328. */
  75329. static readonly POINTERMOVE: number;
  75330. /**
  75331. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75332. */
  75333. static readonly POINTERWHEEL: number;
  75334. /**
  75335. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75336. */
  75337. static readonly POINTERPICK: number;
  75338. /**
  75339. * The pointertap event is fired when a the object has been touched and released without drag.
  75340. */
  75341. static readonly POINTERTAP: number;
  75342. /**
  75343. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75344. */
  75345. static readonly POINTERDOUBLETAP: number;
  75346. }
  75347. /**
  75348. * Base class of pointer info types.
  75349. */
  75350. export class PointerInfoBase {
  75351. /**
  75352. * Defines the type of event (PointerEventTypes)
  75353. */
  75354. type: number;
  75355. /**
  75356. * Defines the related dom event
  75357. */
  75358. event: PointerEvent | MouseWheelEvent;
  75359. /**
  75360. * Instantiates the base class of pointers info.
  75361. * @param type Defines the type of event (PointerEventTypes)
  75362. * @param event Defines the related dom event
  75363. */
  75364. constructor(
  75365. /**
  75366. * Defines the type of event (PointerEventTypes)
  75367. */
  75368. type: number,
  75369. /**
  75370. * Defines the related dom event
  75371. */
  75372. event: PointerEvent | MouseWheelEvent);
  75373. }
  75374. /**
  75375. * This class is used to store pointer related info for the onPrePointerObservable event.
  75376. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75377. */
  75378. export class PointerInfoPre extends PointerInfoBase {
  75379. /**
  75380. * Ray from a pointer if availible (eg. 6dof controller)
  75381. */
  75382. ray: Nullable<Ray>;
  75383. /**
  75384. * Defines the local position of the pointer on the canvas.
  75385. */
  75386. localPosition: Vector2;
  75387. /**
  75388. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75389. */
  75390. skipOnPointerObservable: boolean;
  75391. /**
  75392. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75393. * @param type Defines the type of event (PointerEventTypes)
  75394. * @param event Defines the related dom event
  75395. * @param localX Defines the local x coordinates of the pointer when the event occured
  75396. * @param localY Defines the local y coordinates of the pointer when the event occured
  75397. */
  75398. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75399. }
  75400. /**
  75401. * This type contains all the data related to a pointer event in Babylon.js.
  75402. * 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.
  75403. */
  75404. export class PointerInfo extends PointerInfoBase {
  75405. /**
  75406. * Defines the picking info associated to the info (if any)\
  75407. */
  75408. pickInfo: Nullable<PickingInfo>;
  75409. /**
  75410. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75411. * @param type Defines the type of event (PointerEventTypes)
  75412. * @param event Defines the related dom event
  75413. * @param pickInfo Defines the picking info associated to the info (if any)\
  75414. */
  75415. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75416. /**
  75417. * Defines the picking info associated to the info (if any)\
  75418. */
  75419. pickInfo: Nullable<PickingInfo>);
  75420. }
  75421. /**
  75422. * Data relating to a touch event on the screen.
  75423. */
  75424. export interface PointerTouch {
  75425. /**
  75426. * X coordinate of touch.
  75427. */
  75428. x: number;
  75429. /**
  75430. * Y coordinate of touch.
  75431. */
  75432. y: number;
  75433. /**
  75434. * Id of touch. Unique for each finger.
  75435. */
  75436. pointerId: number;
  75437. /**
  75438. * Event type passed from DOM.
  75439. */
  75440. type: any;
  75441. }
  75442. }
  75443. declare module BABYLON {
  75444. /**
  75445. * Manage the mouse inputs to control the movement of a free camera.
  75446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75447. */
  75448. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75449. /**
  75450. * Define if touch is enabled in the mouse input
  75451. */
  75452. touchEnabled: boolean;
  75453. /**
  75454. * Defines the camera the input is attached to.
  75455. */
  75456. camera: FreeCamera;
  75457. /**
  75458. * Defines the buttons associated with the input to handle camera move.
  75459. */
  75460. buttons: number[];
  75461. /**
  75462. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75463. */
  75464. angularSensibility: number;
  75465. private _pointerInput;
  75466. private _onMouseMove;
  75467. private _observer;
  75468. private previousPosition;
  75469. /**
  75470. * Observable for when a pointer move event occurs containing the move offset
  75471. */
  75472. onPointerMovedObservable: Observable<{
  75473. offsetX: number;
  75474. offsetY: number;
  75475. }>;
  75476. /**
  75477. * @hidden
  75478. * If the camera should be rotated automatically based on pointer movement
  75479. */
  75480. _allowCameraRotation: boolean;
  75481. /**
  75482. * Manage the mouse inputs to control the movement of a free camera.
  75483. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75484. * @param touchEnabled Defines if touch is enabled or not
  75485. */
  75486. constructor(
  75487. /**
  75488. * Define if touch is enabled in the mouse input
  75489. */
  75490. touchEnabled?: boolean);
  75491. /**
  75492. * Attach the input controls to a specific dom element to get the input from.
  75493. * @param element Defines the element the controls should be listened from
  75494. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75495. */
  75496. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75497. /**
  75498. * Called on JS contextmenu event.
  75499. * Override this method to provide functionality.
  75500. */
  75501. protected onContextMenu(evt: PointerEvent): void;
  75502. /**
  75503. * Detach the current controls from the specified dom element.
  75504. * @param element Defines the element to stop listening the inputs from
  75505. */
  75506. detachControl(element: Nullable<HTMLElement>): void;
  75507. /**
  75508. * Gets the class name of the current intput.
  75509. * @returns the class name
  75510. */
  75511. getClassName(): string;
  75512. /**
  75513. * Get the friendly name associated with the input class.
  75514. * @returns the input friendly name
  75515. */
  75516. getSimpleName(): string;
  75517. }
  75518. }
  75519. declare module BABYLON {
  75520. /**
  75521. * Manage the touch inputs to control the movement of a free camera.
  75522. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75523. */
  75524. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75525. /**
  75526. * Defines the camera the input is attached to.
  75527. */
  75528. camera: FreeCamera;
  75529. /**
  75530. * Defines the touch sensibility for rotation.
  75531. * The higher the faster.
  75532. */
  75533. touchAngularSensibility: number;
  75534. /**
  75535. * Defines the touch sensibility for move.
  75536. * The higher the faster.
  75537. */
  75538. touchMoveSensibility: number;
  75539. private _offsetX;
  75540. private _offsetY;
  75541. private _pointerPressed;
  75542. private _pointerInput;
  75543. private _observer;
  75544. private _onLostFocus;
  75545. /**
  75546. * Attach the input controls to a specific dom element to get the input from.
  75547. * @param element Defines the element the controls should be listened from
  75548. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75549. */
  75550. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75551. /**
  75552. * Detach the current controls from the specified dom element.
  75553. * @param element Defines the element to stop listening the inputs from
  75554. */
  75555. detachControl(element: Nullable<HTMLElement>): void;
  75556. /**
  75557. * Update the current camera state depending on the inputs that have been used this frame.
  75558. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75559. */
  75560. checkInputs(): void;
  75561. /**
  75562. * Gets the class name of the current intput.
  75563. * @returns the class name
  75564. */
  75565. getClassName(): string;
  75566. /**
  75567. * Get the friendly name associated with the input class.
  75568. * @returns the input friendly name
  75569. */
  75570. getSimpleName(): string;
  75571. }
  75572. }
  75573. declare module BABYLON {
  75574. /**
  75575. * Default Inputs manager for the FreeCamera.
  75576. * It groups all the default supported inputs for ease of use.
  75577. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75578. */
  75579. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75580. /**
  75581. * @hidden
  75582. */
  75583. _mouseInput: Nullable<FreeCameraMouseInput>;
  75584. /**
  75585. * Instantiates a new FreeCameraInputsManager.
  75586. * @param camera Defines the camera the inputs belong to
  75587. */
  75588. constructor(camera: FreeCamera);
  75589. /**
  75590. * Add keyboard input support to the input manager.
  75591. * @returns the current input manager
  75592. */
  75593. addKeyboard(): FreeCameraInputsManager;
  75594. /**
  75595. * Add mouse input support to the input manager.
  75596. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75597. * @returns the current input manager
  75598. */
  75599. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75600. /**
  75601. * Removes the mouse input support from the manager
  75602. * @returns the current input manager
  75603. */
  75604. removeMouse(): FreeCameraInputsManager;
  75605. /**
  75606. * Add touch input support to the input manager.
  75607. * @returns the current input manager
  75608. */
  75609. addTouch(): FreeCameraInputsManager;
  75610. /**
  75611. * Remove all attached input methods from a camera
  75612. */
  75613. clear(): void;
  75614. }
  75615. }
  75616. declare module BABYLON {
  75617. /**
  75618. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75619. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75620. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75621. */
  75622. export class FreeCamera extends TargetCamera {
  75623. /**
  75624. * Define the collision ellipsoid of the camera.
  75625. * This is helpful to simulate a camera body like the player body around the camera
  75626. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75627. */
  75628. ellipsoid: Vector3;
  75629. /**
  75630. * Define an offset for the position of the ellipsoid around the camera.
  75631. * This can be helpful to determine the center of the body near the gravity center of the body
  75632. * instead of its head.
  75633. */
  75634. ellipsoidOffset: Vector3;
  75635. /**
  75636. * Enable or disable collisions of the camera with the rest of the scene objects.
  75637. */
  75638. checkCollisions: boolean;
  75639. /**
  75640. * Enable or disable gravity on the camera.
  75641. */
  75642. applyGravity: boolean;
  75643. /**
  75644. * Define the input manager associated to the camera.
  75645. */
  75646. inputs: FreeCameraInputsManager;
  75647. /**
  75648. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75649. * Higher values reduce sensitivity.
  75650. */
  75651. /**
  75652. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75653. * Higher values reduce sensitivity.
  75654. */
  75655. angularSensibility: number;
  75656. /**
  75657. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75658. */
  75659. keysUp: number[];
  75660. /**
  75661. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75662. */
  75663. keysDown: number[];
  75664. /**
  75665. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75666. */
  75667. keysLeft: number[];
  75668. /**
  75669. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75670. */
  75671. keysRight: number[];
  75672. /**
  75673. * Event raised when the camera collide with a mesh in the scene.
  75674. */
  75675. onCollide: (collidedMesh: AbstractMesh) => void;
  75676. private _collider;
  75677. private _needMoveForGravity;
  75678. private _oldPosition;
  75679. private _diffPosition;
  75680. private _newPosition;
  75681. /** @hidden */
  75682. _localDirection: Vector3;
  75683. /** @hidden */
  75684. _transformedDirection: Vector3;
  75685. /**
  75686. * Instantiates a Free Camera.
  75687. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75688. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75689. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75690. * @param name Define the name of the camera in the scene
  75691. * @param position Define the start position of the camera in the scene
  75692. * @param scene Define the scene the camera belongs to
  75693. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75694. */
  75695. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75696. /**
  75697. * Attached controls to the current camera.
  75698. * @param element Defines the element the controls should be listened from
  75699. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75700. */
  75701. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75702. /**
  75703. * Detach the current controls from the camera.
  75704. * The camera will stop reacting to inputs.
  75705. * @param element Defines the element to stop listening the inputs from
  75706. */
  75707. detachControl(element: HTMLElement): void;
  75708. private _collisionMask;
  75709. /**
  75710. * Define a collision mask to limit the list of object the camera can collide with
  75711. */
  75712. collisionMask: number;
  75713. /** @hidden */
  75714. _collideWithWorld(displacement: Vector3): void;
  75715. private _onCollisionPositionChange;
  75716. /** @hidden */
  75717. _checkInputs(): void;
  75718. /** @hidden */
  75719. _decideIfNeedsToMove(): boolean;
  75720. /** @hidden */
  75721. _updatePosition(): void;
  75722. /**
  75723. * Destroy the camera and release the current resources hold by it.
  75724. */
  75725. dispose(): void;
  75726. /**
  75727. * Gets the current object class name.
  75728. * @return the class name
  75729. */
  75730. getClassName(): string;
  75731. }
  75732. }
  75733. declare module BABYLON {
  75734. /**
  75735. * Represents a gamepad control stick position
  75736. */
  75737. export class StickValues {
  75738. /**
  75739. * The x component of the control stick
  75740. */
  75741. x: number;
  75742. /**
  75743. * The y component of the control stick
  75744. */
  75745. y: number;
  75746. /**
  75747. * Initializes the gamepad x and y control stick values
  75748. * @param x The x component of the gamepad control stick value
  75749. * @param y The y component of the gamepad control stick value
  75750. */
  75751. constructor(
  75752. /**
  75753. * The x component of the control stick
  75754. */
  75755. x: number,
  75756. /**
  75757. * The y component of the control stick
  75758. */
  75759. y: number);
  75760. }
  75761. /**
  75762. * An interface which manages callbacks for gamepad button changes
  75763. */
  75764. export interface GamepadButtonChanges {
  75765. /**
  75766. * Called when a gamepad has been changed
  75767. */
  75768. changed: boolean;
  75769. /**
  75770. * Called when a gamepad press event has been triggered
  75771. */
  75772. pressChanged: boolean;
  75773. /**
  75774. * Called when a touch event has been triggered
  75775. */
  75776. touchChanged: boolean;
  75777. /**
  75778. * Called when a value has changed
  75779. */
  75780. valueChanged: boolean;
  75781. }
  75782. /**
  75783. * Represents a gamepad
  75784. */
  75785. export class Gamepad {
  75786. /**
  75787. * The id of the gamepad
  75788. */
  75789. id: string;
  75790. /**
  75791. * The index of the gamepad
  75792. */
  75793. index: number;
  75794. /**
  75795. * The browser gamepad
  75796. */
  75797. browserGamepad: any;
  75798. /**
  75799. * Specifies what type of gamepad this represents
  75800. */
  75801. type: number;
  75802. private _leftStick;
  75803. private _rightStick;
  75804. /** @hidden */
  75805. _isConnected: boolean;
  75806. private _leftStickAxisX;
  75807. private _leftStickAxisY;
  75808. private _rightStickAxisX;
  75809. private _rightStickAxisY;
  75810. /**
  75811. * Triggered when the left control stick has been changed
  75812. */
  75813. private _onleftstickchanged;
  75814. /**
  75815. * Triggered when the right control stick has been changed
  75816. */
  75817. private _onrightstickchanged;
  75818. /**
  75819. * Represents a gamepad controller
  75820. */
  75821. static GAMEPAD: number;
  75822. /**
  75823. * Represents a generic controller
  75824. */
  75825. static GENERIC: number;
  75826. /**
  75827. * Represents an XBox controller
  75828. */
  75829. static XBOX: number;
  75830. /**
  75831. * Represents a pose-enabled controller
  75832. */
  75833. static POSE_ENABLED: number;
  75834. /**
  75835. * Specifies whether the left control stick should be Y-inverted
  75836. */
  75837. protected _invertLeftStickY: boolean;
  75838. /**
  75839. * Specifies if the gamepad has been connected
  75840. */
  75841. readonly isConnected: boolean;
  75842. /**
  75843. * Initializes the gamepad
  75844. * @param id The id of the gamepad
  75845. * @param index The index of the gamepad
  75846. * @param browserGamepad The browser gamepad
  75847. * @param leftStickX The x component of the left joystick
  75848. * @param leftStickY The y component of the left joystick
  75849. * @param rightStickX The x component of the right joystick
  75850. * @param rightStickY The y component of the right joystick
  75851. */
  75852. constructor(
  75853. /**
  75854. * The id of the gamepad
  75855. */
  75856. id: string,
  75857. /**
  75858. * The index of the gamepad
  75859. */
  75860. index: number,
  75861. /**
  75862. * The browser gamepad
  75863. */
  75864. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75865. /**
  75866. * Callback triggered when the left joystick has changed
  75867. * @param callback
  75868. */
  75869. onleftstickchanged(callback: (values: StickValues) => void): void;
  75870. /**
  75871. * Callback triggered when the right joystick has changed
  75872. * @param callback
  75873. */
  75874. onrightstickchanged(callback: (values: StickValues) => void): void;
  75875. /**
  75876. * Gets the left joystick
  75877. */
  75878. /**
  75879. * Sets the left joystick values
  75880. */
  75881. leftStick: StickValues;
  75882. /**
  75883. * Gets the right joystick
  75884. */
  75885. /**
  75886. * Sets the right joystick value
  75887. */
  75888. rightStick: StickValues;
  75889. /**
  75890. * Updates the gamepad joystick positions
  75891. */
  75892. update(): void;
  75893. /**
  75894. * Disposes the gamepad
  75895. */
  75896. dispose(): void;
  75897. }
  75898. /**
  75899. * Represents a generic gamepad
  75900. */
  75901. export class GenericPad extends Gamepad {
  75902. private _buttons;
  75903. private _onbuttondown;
  75904. private _onbuttonup;
  75905. /**
  75906. * Observable triggered when a button has been pressed
  75907. */
  75908. onButtonDownObservable: Observable<number>;
  75909. /**
  75910. * Observable triggered when a button has been released
  75911. */
  75912. onButtonUpObservable: Observable<number>;
  75913. /**
  75914. * Callback triggered when a button has been pressed
  75915. * @param callback Called when a button has been pressed
  75916. */
  75917. onbuttondown(callback: (buttonPressed: number) => void): void;
  75918. /**
  75919. * Callback triggered when a button has been released
  75920. * @param callback Called when a button has been released
  75921. */
  75922. onbuttonup(callback: (buttonReleased: number) => void): void;
  75923. /**
  75924. * Initializes the generic gamepad
  75925. * @param id The id of the generic gamepad
  75926. * @param index The index of the generic gamepad
  75927. * @param browserGamepad The browser gamepad
  75928. */
  75929. constructor(id: string, index: number, browserGamepad: any);
  75930. private _setButtonValue;
  75931. /**
  75932. * Updates the generic gamepad
  75933. */
  75934. update(): void;
  75935. /**
  75936. * Disposes the generic gamepad
  75937. */
  75938. dispose(): void;
  75939. }
  75940. }
  75941. declare module BABYLON {
  75942. interface Engine {
  75943. /**
  75944. * Creates a raw texture
  75945. * @param data defines the data to store in the texture
  75946. * @param width defines the width of the texture
  75947. * @param height defines the height of the texture
  75948. * @param format defines the format of the data
  75949. * @param generateMipMaps defines if the engine should generate the mip levels
  75950. * @param invertY defines if data must be stored with Y axis inverted
  75951. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  75952. * @param compression defines the compression used (null by default)
  75953. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75954. * @returns the raw texture inside an InternalTexture
  75955. */
  75956. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  75957. /**
  75958. * Update a raw texture
  75959. * @param texture defines the texture to update
  75960. * @param data defines the data to store in the texture
  75961. * @param format defines the format of the data
  75962. * @param invertY defines if data must be stored with Y axis inverted
  75963. */
  75964. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75965. /**
  75966. * Update a raw texture
  75967. * @param texture defines the texture to update
  75968. * @param data defines the data to store in the texture
  75969. * @param format defines the format of the data
  75970. * @param invertY defines if data must be stored with Y axis inverted
  75971. * @param compression defines the compression used (null by default)
  75972. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75973. */
  75974. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  75975. /**
  75976. * Creates a new raw cube texture
  75977. * @param data defines the array of data to use to create each face
  75978. * @param size defines the size of the textures
  75979. * @param format defines the format of the data
  75980. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75981. * @param generateMipMaps defines if the engine should generate the mip levels
  75982. * @param invertY defines if data must be stored with Y axis inverted
  75983. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75984. * @param compression defines the compression used (null by default)
  75985. * @returns the cube texture as an InternalTexture
  75986. */
  75987. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  75988. /**
  75989. * Update a raw cube texture
  75990. * @param texture defines the texture to udpdate
  75991. * @param data defines the data to store
  75992. * @param format defines the data format
  75993. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75994. * @param invertY defines if data must be stored with Y axis inverted
  75995. */
  75996. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  75997. /**
  75998. * Update a raw cube texture
  75999. * @param texture defines the texture to udpdate
  76000. * @param data defines the data to store
  76001. * @param format defines the data format
  76002. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76003. * @param invertY defines if data must be stored with Y axis inverted
  76004. * @param compression defines the compression used (null by default)
  76005. */
  76006. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76007. /**
  76008. * Update a raw cube texture
  76009. * @param texture defines the texture to udpdate
  76010. * @param data defines the data to store
  76011. * @param format defines the data format
  76012. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76013. * @param invertY defines if data must be stored with Y axis inverted
  76014. * @param compression defines the compression used (null by default)
  76015. * @param level defines which level of the texture to update
  76016. */
  76017. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76018. /**
  76019. * Creates a new raw cube texture from a specified url
  76020. * @param url defines the url where the data is located
  76021. * @param scene defines the current scene
  76022. * @param size defines the size of the textures
  76023. * @param format defines the format of the data
  76024. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76025. * @param noMipmap defines if the engine should avoid generating the mip levels
  76026. * @param callback defines a callback used to extract texture data from loaded data
  76027. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76028. * @param onLoad defines a callback called when texture is loaded
  76029. * @param onError defines a callback called if there is an error
  76030. * @returns the cube texture as an InternalTexture
  76031. */
  76032. 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;
  76033. /**
  76034. * Creates a new raw cube texture from a specified url
  76035. * @param url defines the url where the data is located
  76036. * @param scene defines the current scene
  76037. * @param size defines the size of the textures
  76038. * @param format defines the format of the data
  76039. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76040. * @param noMipmap defines if the engine should avoid generating the mip levels
  76041. * @param callback defines a callback used to extract texture data from loaded data
  76042. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76043. * @param onLoad defines a callback called when texture is loaded
  76044. * @param onError defines a callback called if there is an error
  76045. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76046. * @param invertY defines if data must be stored with Y axis inverted
  76047. * @returns the cube texture as an InternalTexture
  76048. */
  76049. 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;
  76050. /**
  76051. * Creates a new raw 3D texture
  76052. * @param data defines the data used to create the texture
  76053. * @param width defines the width of the texture
  76054. * @param height defines the height of the texture
  76055. * @param depth defines the depth of the texture
  76056. * @param format defines the format of the texture
  76057. * @param generateMipMaps defines if the engine must generate mip levels
  76058. * @param invertY defines if data must be stored with Y axis inverted
  76059. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76060. * @param compression defines the compressed used (can be null)
  76061. * @param textureType defines the compressed used (can be null)
  76062. * @returns a new raw 3D texture (stored in an InternalTexture)
  76063. */
  76064. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76065. /**
  76066. * Update a raw 3D texture
  76067. * @param texture defines the texture to update
  76068. * @param data defines the data to store
  76069. * @param format defines the data format
  76070. * @param invertY defines if data must be stored with Y axis inverted
  76071. */
  76072. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76073. /**
  76074. * Update a raw 3D texture
  76075. * @param texture defines the texture to update
  76076. * @param data defines the data to store
  76077. * @param format defines the data format
  76078. * @param invertY defines if data must be stored with Y axis inverted
  76079. * @param compression defines the used compression (can be null)
  76080. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76081. */
  76082. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76083. }
  76084. }
  76085. declare module BABYLON {
  76086. /**
  76087. * Raw texture can help creating a texture directly from an array of data.
  76088. * This can be super useful if you either get the data from an uncompressed source or
  76089. * if you wish to create your texture pixel by pixel.
  76090. */
  76091. export class RawTexture extends Texture {
  76092. /**
  76093. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76094. */
  76095. format: number;
  76096. private _engine;
  76097. /**
  76098. * Instantiates a new RawTexture.
  76099. * Raw texture can help creating a texture directly from an array of data.
  76100. * This can be super useful if you either get the data from an uncompressed source or
  76101. * if you wish to create your texture pixel by pixel.
  76102. * @param data define the array of data to use to create the texture
  76103. * @param width define the width of the texture
  76104. * @param height define the height of the texture
  76105. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76106. * @param scene define the scene the texture belongs to
  76107. * @param generateMipMaps define whether mip maps should be generated or not
  76108. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76109. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76110. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76111. */
  76112. constructor(data: ArrayBufferView, width: number, height: number,
  76113. /**
  76114. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76115. */
  76116. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76117. /**
  76118. * Updates the texture underlying data.
  76119. * @param data Define the new data of the texture
  76120. */
  76121. update(data: ArrayBufferView): void;
  76122. /**
  76123. * Creates a luminance texture from some data.
  76124. * @param data Define the texture data
  76125. * @param width Define the width of the texture
  76126. * @param height Define the height of the texture
  76127. * @param scene Define the scene the texture belongs to
  76128. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76129. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76130. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76131. * @returns the luminance texture
  76132. */
  76133. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76134. /**
  76135. * Creates a luminance alpha texture from some data.
  76136. * @param data Define the texture data
  76137. * @param width Define the width of the texture
  76138. * @param height Define the height of the texture
  76139. * @param scene Define the scene the texture belongs to
  76140. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76141. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76142. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76143. * @returns the luminance alpha texture
  76144. */
  76145. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76146. /**
  76147. * Creates an alpha texture from some data.
  76148. * @param data Define the texture data
  76149. * @param width Define the width of the texture
  76150. * @param height Define the height of the texture
  76151. * @param scene Define the scene the texture belongs to
  76152. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76153. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76154. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76155. * @returns the alpha texture
  76156. */
  76157. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76158. /**
  76159. * Creates a RGB texture from some data.
  76160. * @param data Define the texture data
  76161. * @param width Define the width of the texture
  76162. * @param height Define the height of the texture
  76163. * @param scene Define the scene the texture belongs to
  76164. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76165. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76166. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76167. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76168. * @returns the RGB alpha texture
  76169. */
  76170. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76171. /**
  76172. * Creates a RGBA texture from some data.
  76173. * @param data Define the texture data
  76174. * @param width Define the width of the texture
  76175. * @param height Define the height of the texture
  76176. * @param scene Define the scene the texture belongs to
  76177. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76178. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76179. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76180. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76181. * @returns the RGBA texture
  76182. */
  76183. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76184. /**
  76185. * Creates a R texture from some data.
  76186. * @param data Define the texture data
  76187. * @param width Define the width of the texture
  76188. * @param height Define the height of the texture
  76189. * @param scene Define the scene the texture belongs to
  76190. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76191. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76192. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76193. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76194. * @returns the R texture
  76195. */
  76196. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76197. }
  76198. }
  76199. declare module BABYLON {
  76200. /**
  76201. * Interface for the size containing width and height
  76202. */
  76203. export interface ISize {
  76204. /**
  76205. * Width
  76206. */
  76207. width: number;
  76208. /**
  76209. * Heighht
  76210. */
  76211. height: number;
  76212. }
  76213. /**
  76214. * Size containing widht and height
  76215. */
  76216. export class Size implements ISize {
  76217. /**
  76218. * Width
  76219. */
  76220. width: number;
  76221. /**
  76222. * Height
  76223. */
  76224. height: number;
  76225. /**
  76226. * Creates a Size object from the given width and height (floats).
  76227. * @param width width of the new size
  76228. * @param height height of the new size
  76229. */
  76230. constructor(width: number, height: number);
  76231. /**
  76232. * Returns a string with the Size width and height
  76233. * @returns a string with the Size width and height
  76234. */
  76235. toString(): string;
  76236. /**
  76237. * "Size"
  76238. * @returns the string "Size"
  76239. */
  76240. getClassName(): string;
  76241. /**
  76242. * Returns the Size hash code.
  76243. * @returns a hash code for a unique width and height
  76244. */
  76245. getHashCode(): number;
  76246. /**
  76247. * Updates the current size from the given one.
  76248. * @param src the given size
  76249. */
  76250. copyFrom(src: Size): void;
  76251. /**
  76252. * Updates in place the current Size from the given floats.
  76253. * @param width width of the new size
  76254. * @param height height of the new size
  76255. * @returns the updated Size.
  76256. */
  76257. copyFromFloats(width: number, height: number): Size;
  76258. /**
  76259. * Updates in place the current Size from the given floats.
  76260. * @param width width to set
  76261. * @param height height to set
  76262. * @returns the updated Size.
  76263. */
  76264. set(width: number, height: number): Size;
  76265. /**
  76266. * Multiplies the width and height by numbers
  76267. * @param w factor to multiple the width by
  76268. * @param h factor to multiple the height by
  76269. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76270. */
  76271. multiplyByFloats(w: number, h: number): Size;
  76272. /**
  76273. * Clones the size
  76274. * @returns a new Size copied from the given one.
  76275. */
  76276. clone(): Size;
  76277. /**
  76278. * True if the current Size and the given one width and height are strictly equal.
  76279. * @param other the other size to compare against
  76280. * @returns True if the current Size and the given one width and height are strictly equal.
  76281. */
  76282. equals(other: Size): boolean;
  76283. /**
  76284. * The surface of the Size : width * height (float).
  76285. */
  76286. readonly surface: number;
  76287. /**
  76288. * Create a new size of zero
  76289. * @returns a new Size set to (0.0, 0.0)
  76290. */
  76291. static Zero(): Size;
  76292. /**
  76293. * Sums the width and height of two sizes
  76294. * @param otherSize size to add to this size
  76295. * @returns a new Size set as the addition result of the current Size and the given one.
  76296. */
  76297. add(otherSize: Size): Size;
  76298. /**
  76299. * Subtracts the width and height of two
  76300. * @param otherSize size to subtract to this size
  76301. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76302. */
  76303. subtract(otherSize: Size): Size;
  76304. /**
  76305. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76306. * @param start starting size to lerp between
  76307. * @param end end size to lerp between
  76308. * @param amount amount to lerp between the start and end values
  76309. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76310. */
  76311. static Lerp(start: Size, end: Size, amount: number): Size;
  76312. }
  76313. }
  76314. declare module BABYLON {
  76315. /**
  76316. * Defines a runtime animation
  76317. */
  76318. export class RuntimeAnimation {
  76319. private _events;
  76320. /**
  76321. * The current frame of the runtime animation
  76322. */
  76323. private _currentFrame;
  76324. /**
  76325. * The animation used by the runtime animation
  76326. */
  76327. private _animation;
  76328. /**
  76329. * The target of the runtime animation
  76330. */
  76331. private _target;
  76332. /**
  76333. * The initiating animatable
  76334. */
  76335. private _host;
  76336. /**
  76337. * The original value of the runtime animation
  76338. */
  76339. private _originalValue;
  76340. /**
  76341. * The original blend value of the runtime animation
  76342. */
  76343. private _originalBlendValue;
  76344. /**
  76345. * The offsets cache of the runtime animation
  76346. */
  76347. private _offsetsCache;
  76348. /**
  76349. * The high limits cache of the runtime animation
  76350. */
  76351. private _highLimitsCache;
  76352. /**
  76353. * Specifies if the runtime animation has been stopped
  76354. */
  76355. private _stopped;
  76356. /**
  76357. * The blending factor of the runtime animation
  76358. */
  76359. private _blendingFactor;
  76360. /**
  76361. * The BabylonJS scene
  76362. */
  76363. private _scene;
  76364. /**
  76365. * The current value of the runtime animation
  76366. */
  76367. private _currentValue;
  76368. /** @hidden */
  76369. _animationState: _IAnimationState;
  76370. /**
  76371. * The active target of the runtime animation
  76372. */
  76373. private _activeTargets;
  76374. private _currentActiveTarget;
  76375. private _directTarget;
  76376. /**
  76377. * The target path of the runtime animation
  76378. */
  76379. private _targetPath;
  76380. /**
  76381. * The weight of the runtime animation
  76382. */
  76383. private _weight;
  76384. /**
  76385. * The ratio offset of the runtime animation
  76386. */
  76387. private _ratioOffset;
  76388. /**
  76389. * The previous delay of the runtime animation
  76390. */
  76391. private _previousDelay;
  76392. /**
  76393. * The previous ratio of the runtime animation
  76394. */
  76395. private _previousRatio;
  76396. private _enableBlending;
  76397. private _keys;
  76398. private _minFrame;
  76399. private _maxFrame;
  76400. private _minValue;
  76401. private _maxValue;
  76402. private _targetIsArray;
  76403. /**
  76404. * Gets the current frame of the runtime animation
  76405. */
  76406. readonly currentFrame: number;
  76407. /**
  76408. * Gets the weight of the runtime animation
  76409. */
  76410. readonly weight: number;
  76411. /**
  76412. * Gets the current value of the runtime animation
  76413. */
  76414. readonly currentValue: any;
  76415. /**
  76416. * Gets the target path of the runtime animation
  76417. */
  76418. readonly targetPath: string;
  76419. /**
  76420. * Gets the actual target of the runtime animation
  76421. */
  76422. readonly target: any;
  76423. /** @hidden */
  76424. _onLoop: () => void;
  76425. /**
  76426. * Create a new RuntimeAnimation object
  76427. * @param target defines the target of the animation
  76428. * @param animation defines the source animation object
  76429. * @param scene defines the hosting scene
  76430. * @param host defines the initiating Animatable
  76431. */
  76432. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76433. private _preparePath;
  76434. /**
  76435. * Gets the animation from the runtime animation
  76436. */
  76437. readonly animation: Animation;
  76438. /**
  76439. * Resets the runtime animation to the beginning
  76440. * @param restoreOriginal defines whether to restore the target property to the original value
  76441. */
  76442. reset(restoreOriginal?: boolean): void;
  76443. /**
  76444. * Specifies if the runtime animation is stopped
  76445. * @returns Boolean specifying if the runtime animation is stopped
  76446. */
  76447. isStopped(): boolean;
  76448. /**
  76449. * Disposes of the runtime animation
  76450. */
  76451. dispose(): void;
  76452. /**
  76453. * Apply the interpolated value to the target
  76454. * @param currentValue defines the value computed by the animation
  76455. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76456. */
  76457. setValue(currentValue: any, weight: number): void;
  76458. private _getOriginalValues;
  76459. private _setValue;
  76460. /**
  76461. * Gets the loop pmode of the runtime animation
  76462. * @returns Loop Mode
  76463. */
  76464. private _getCorrectLoopMode;
  76465. /**
  76466. * Move the current animation to a given frame
  76467. * @param frame defines the frame to move to
  76468. */
  76469. goToFrame(frame: number): void;
  76470. /**
  76471. * @hidden Internal use only
  76472. */
  76473. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76474. /**
  76475. * Execute the current animation
  76476. * @param delay defines the delay to add to the current frame
  76477. * @param from defines the lower bound of the animation range
  76478. * @param to defines the upper bound of the animation range
  76479. * @param loop defines if the current animation must loop
  76480. * @param speedRatio defines the current speed ratio
  76481. * @param weight defines the weight of the animation (default is -1 so no weight)
  76482. * @param onLoop optional callback called when animation loops
  76483. * @returns a boolean indicating if the animation is running
  76484. */
  76485. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76486. }
  76487. }
  76488. declare module BABYLON {
  76489. /**
  76490. * Class used to store an actual running animation
  76491. */
  76492. export class Animatable {
  76493. /** defines the target object */
  76494. target: any;
  76495. /** defines the starting frame number (default is 0) */
  76496. fromFrame: number;
  76497. /** defines the ending frame number (default is 100) */
  76498. toFrame: number;
  76499. /** defines if the animation must loop (default is false) */
  76500. loopAnimation: boolean;
  76501. /** defines a callback to call when animation ends if it is not looping */
  76502. onAnimationEnd?: (() => void) | null | undefined;
  76503. /** defines a callback to call when animation loops */
  76504. onAnimationLoop?: (() => void) | null | undefined;
  76505. private _localDelayOffset;
  76506. private _pausedDelay;
  76507. private _runtimeAnimations;
  76508. private _paused;
  76509. private _scene;
  76510. private _speedRatio;
  76511. private _weight;
  76512. private _syncRoot;
  76513. /**
  76514. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76515. * This will only apply for non looping animation (default is true)
  76516. */
  76517. disposeOnEnd: boolean;
  76518. /**
  76519. * Gets a boolean indicating if the animation has started
  76520. */
  76521. animationStarted: boolean;
  76522. /**
  76523. * Observer raised when the animation ends
  76524. */
  76525. onAnimationEndObservable: Observable<Animatable>;
  76526. /**
  76527. * Observer raised when the animation loops
  76528. */
  76529. onAnimationLoopObservable: Observable<Animatable>;
  76530. /**
  76531. * Gets the root Animatable used to synchronize and normalize animations
  76532. */
  76533. readonly syncRoot: Nullable<Animatable>;
  76534. /**
  76535. * Gets the current frame of the first RuntimeAnimation
  76536. * Used to synchronize Animatables
  76537. */
  76538. readonly masterFrame: number;
  76539. /**
  76540. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76541. */
  76542. weight: number;
  76543. /**
  76544. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76545. */
  76546. speedRatio: number;
  76547. /**
  76548. * Creates a new Animatable
  76549. * @param scene defines the hosting scene
  76550. * @param target defines the target object
  76551. * @param fromFrame defines the starting frame number (default is 0)
  76552. * @param toFrame defines the ending frame number (default is 100)
  76553. * @param loopAnimation defines if the animation must loop (default is false)
  76554. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76555. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76556. * @param animations defines a group of animation to add to the new Animatable
  76557. * @param onAnimationLoop defines a callback to call when animation loops
  76558. */
  76559. constructor(scene: Scene,
  76560. /** defines the target object */
  76561. target: any,
  76562. /** defines the starting frame number (default is 0) */
  76563. fromFrame?: number,
  76564. /** defines the ending frame number (default is 100) */
  76565. toFrame?: number,
  76566. /** defines if the animation must loop (default is false) */
  76567. loopAnimation?: boolean, speedRatio?: number,
  76568. /** defines a callback to call when animation ends if it is not looping */
  76569. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76570. /** defines a callback to call when animation loops */
  76571. onAnimationLoop?: (() => void) | null | undefined);
  76572. /**
  76573. * Synchronize and normalize current Animatable with a source Animatable
  76574. * This is useful when using animation weights and when animations are not of the same length
  76575. * @param root defines the root Animatable to synchronize with
  76576. * @returns the current Animatable
  76577. */
  76578. syncWith(root: Animatable): Animatable;
  76579. /**
  76580. * Gets the list of runtime animations
  76581. * @returns an array of RuntimeAnimation
  76582. */
  76583. getAnimations(): RuntimeAnimation[];
  76584. /**
  76585. * Adds more animations to the current animatable
  76586. * @param target defines the target of the animations
  76587. * @param animations defines the new animations to add
  76588. */
  76589. appendAnimations(target: any, animations: Animation[]): void;
  76590. /**
  76591. * Gets the source animation for a specific property
  76592. * @param property defines the propertyu to look for
  76593. * @returns null or the source animation for the given property
  76594. */
  76595. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76596. /**
  76597. * Gets the runtime animation for a specific property
  76598. * @param property defines the propertyu to look for
  76599. * @returns null or the runtime animation for the given property
  76600. */
  76601. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76602. /**
  76603. * Resets the animatable to its original state
  76604. */
  76605. reset(): void;
  76606. /**
  76607. * Allows the animatable to blend with current running animations
  76608. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76609. * @param blendingSpeed defines the blending speed to use
  76610. */
  76611. enableBlending(blendingSpeed: number): void;
  76612. /**
  76613. * Disable animation blending
  76614. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76615. */
  76616. disableBlending(): void;
  76617. /**
  76618. * Jump directly to a given frame
  76619. * @param frame defines the frame to jump to
  76620. */
  76621. goToFrame(frame: number): void;
  76622. /**
  76623. * Pause the animation
  76624. */
  76625. pause(): void;
  76626. /**
  76627. * Restart the animation
  76628. */
  76629. restart(): void;
  76630. private _raiseOnAnimationEnd;
  76631. /**
  76632. * Stop and delete the current animation
  76633. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76634. * @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)
  76635. */
  76636. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76637. /**
  76638. * Wait asynchronously for the animation to end
  76639. * @returns a promise which will be fullfilled when the animation ends
  76640. */
  76641. waitAsync(): Promise<Animatable>;
  76642. /** @hidden */
  76643. _animate(delay: number): boolean;
  76644. }
  76645. interface Scene {
  76646. /** @hidden */
  76647. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76648. /** @hidden */
  76649. _processLateAnimationBindingsForMatrices(holder: {
  76650. totalWeight: number;
  76651. animations: RuntimeAnimation[];
  76652. originalValue: Matrix;
  76653. }): any;
  76654. /** @hidden */
  76655. _processLateAnimationBindingsForQuaternions(holder: {
  76656. totalWeight: number;
  76657. animations: RuntimeAnimation[];
  76658. originalValue: Quaternion;
  76659. }, refQuaternion: Quaternion): Quaternion;
  76660. /** @hidden */
  76661. _processLateAnimationBindings(): void;
  76662. /**
  76663. * Will start the animation sequence of a given target
  76664. * @param target defines the target
  76665. * @param from defines from which frame should animation start
  76666. * @param to defines until which frame should animation run.
  76667. * @param weight defines the weight to apply to the animation (1.0 by default)
  76668. * @param loop defines if the animation loops
  76669. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76670. * @param onAnimationEnd defines the function to be executed when the animation ends
  76671. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76672. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76673. * @param onAnimationLoop defines the callback to call when an animation loops
  76674. * @returns the animatable object created for this animation
  76675. */
  76676. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76677. /**
  76678. * Will start the animation sequence of a given target
  76679. * @param target defines the target
  76680. * @param from defines from which frame should animation start
  76681. * @param to defines until which frame should animation run.
  76682. * @param loop defines if the animation loops
  76683. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76684. * @param onAnimationEnd defines the function to be executed when the animation ends
  76685. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76686. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76687. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76688. * @param onAnimationLoop defines the callback to call when an animation loops
  76689. * @returns the animatable object created for this animation
  76690. */
  76691. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76692. /**
  76693. * Will start the animation sequence of a given target and its hierarchy
  76694. * @param target defines the target
  76695. * @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.
  76696. * @param from defines from which frame should animation start
  76697. * @param to defines until which frame should animation run.
  76698. * @param loop defines if the animation loops
  76699. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76700. * @param onAnimationEnd defines the function to be executed when the animation ends
  76701. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76702. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76703. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76704. * @param onAnimationLoop defines the callback to call when an animation loops
  76705. * @returns the list of created animatables
  76706. */
  76707. 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[];
  76708. /**
  76709. * Begin a new animation on a given node
  76710. * @param target defines the target where the animation will take place
  76711. * @param animations defines the list of animations to start
  76712. * @param from defines the initial value
  76713. * @param to defines the final value
  76714. * @param loop defines if you want animation to loop (off by default)
  76715. * @param speedRatio defines the speed ratio to apply to all animations
  76716. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76717. * @param onAnimationLoop defines the callback to call when an animation loops
  76718. * @returns the list of created animatables
  76719. */
  76720. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76721. /**
  76722. * Begin a new animation on a given node and its hierarchy
  76723. * @param target defines the root node where the animation will take place
  76724. * @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.
  76725. * @param animations defines the list of animations to start
  76726. * @param from defines the initial value
  76727. * @param to defines the final value
  76728. * @param loop defines if you want animation to loop (off by default)
  76729. * @param speedRatio defines the speed ratio to apply to all animations
  76730. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76731. * @param onAnimationLoop defines the callback to call when an animation loops
  76732. * @returns the list of animatables created for all nodes
  76733. */
  76734. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76735. /**
  76736. * Gets the animatable associated with a specific target
  76737. * @param target defines the target of the animatable
  76738. * @returns the required animatable if found
  76739. */
  76740. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76741. /**
  76742. * Gets all animatables associated with a given target
  76743. * @param target defines the target to look animatables for
  76744. * @returns an array of Animatables
  76745. */
  76746. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76747. /**
  76748. * Stops and removes all animations that have been applied to the scene
  76749. */
  76750. stopAllAnimations(): void;
  76751. }
  76752. interface Bone {
  76753. /**
  76754. * Copy an animation range from another bone
  76755. * @param source defines the source bone
  76756. * @param rangeName defines the range name to copy
  76757. * @param frameOffset defines the frame offset
  76758. * @param rescaleAsRequired defines if rescaling must be applied if required
  76759. * @param skelDimensionsRatio defines the scaling ratio
  76760. * @returns true if operation was successful
  76761. */
  76762. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76763. }
  76764. }
  76765. declare module BABYLON {
  76766. /**
  76767. * Class used to override all child animations of a given target
  76768. */
  76769. export class AnimationPropertiesOverride {
  76770. /**
  76771. * Gets or sets a value indicating if animation blending must be used
  76772. */
  76773. enableBlending: boolean;
  76774. /**
  76775. * Gets or sets the blending speed to use when enableBlending is true
  76776. */
  76777. blendingSpeed: number;
  76778. /**
  76779. * Gets or sets the default loop mode to use
  76780. */
  76781. loopMode: number;
  76782. }
  76783. }
  76784. declare module BABYLON {
  76785. /**
  76786. * Class used to handle skinning animations
  76787. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76788. */
  76789. export class Skeleton implements IAnimatable {
  76790. /** defines the skeleton name */
  76791. name: string;
  76792. /** defines the skeleton Id */
  76793. id: string;
  76794. /**
  76795. * Defines the list of child bones
  76796. */
  76797. bones: Bone[];
  76798. /**
  76799. * Defines an estimate of the dimension of the skeleton at rest
  76800. */
  76801. dimensionsAtRest: Vector3;
  76802. /**
  76803. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76804. */
  76805. needInitialSkinMatrix: boolean;
  76806. /**
  76807. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76808. */
  76809. overrideMesh: Nullable<AbstractMesh>;
  76810. /**
  76811. * Gets the list of animations attached to this skeleton
  76812. */
  76813. animations: Array<Animation>;
  76814. private _scene;
  76815. private _isDirty;
  76816. private _transformMatrices;
  76817. private _transformMatrixTexture;
  76818. private _meshesWithPoseMatrix;
  76819. private _animatables;
  76820. private _identity;
  76821. private _synchronizedWithMesh;
  76822. private _ranges;
  76823. private _lastAbsoluteTransformsUpdateId;
  76824. private _canUseTextureForBones;
  76825. private _uniqueId;
  76826. /** @hidden */
  76827. _numBonesWithLinkedTransformNode: number;
  76828. /** @hidden */
  76829. _hasWaitingData: Nullable<boolean>;
  76830. /**
  76831. * Specifies if the skeleton should be serialized
  76832. */
  76833. doNotSerialize: boolean;
  76834. private _useTextureToStoreBoneMatrices;
  76835. /**
  76836. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76837. * Please note that this option is not available if the hardware does not support it
  76838. */
  76839. useTextureToStoreBoneMatrices: boolean;
  76840. private _animationPropertiesOverride;
  76841. /**
  76842. * Gets or sets the animation properties override
  76843. */
  76844. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76845. /**
  76846. * List of inspectable custom properties (used by the Inspector)
  76847. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76848. */
  76849. inspectableCustomProperties: IInspectable[];
  76850. /**
  76851. * An observable triggered before computing the skeleton's matrices
  76852. */
  76853. onBeforeComputeObservable: Observable<Skeleton>;
  76854. /**
  76855. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76856. */
  76857. readonly isUsingTextureForMatrices: boolean;
  76858. /**
  76859. * Gets the unique ID of this skeleton
  76860. */
  76861. readonly uniqueId: number;
  76862. /**
  76863. * Creates a new skeleton
  76864. * @param name defines the skeleton name
  76865. * @param id defines the skeleton Id
  76866. * @param scene defines the hosting scene
  76867. */
  76868. constructor(
  76869. /** defines the skeleton name */
  76870. name: string,
  76871. /** defines the skeleton Id */
  76872. id: string, scene: Scene);
  76873. /**
  76874. * Gets the current object class name.
  76875. * @return the class name
  76876. */
  76877. getClassName(): string;
  76878. /**
  76879. * Returns an array containing the root bones
  76880. * @returns an array containing the root bones
  76881. */
  76882. getChildren(): Array<Bone>;
  76883. /**
  76884. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  76885. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76886. * @returns a Float32Array containing matrices data
  76887. */
  76888. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  76889. /**
  76890. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  76891. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76892. * @returns a raw texture containing the data
  76893. */
  76894. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  76895. /**
  76896. * Gets the current hosting scene
  76897. * @returns a scene object
  76898. */
  76899. getScene(): Scene;
  76900. /**
  76901. * Gets a string representing the current skeleton data
  76902. * @param fullDetails defines a boolean indicating if we want a verbose version
  76903. * @returns a string representing the current skeleton data
  76904. */
  76905. toString(fullDetails?: boolean): string;
  76906. /**
  76907. * Get bone's index searching by name
  76908. * @param name defines bone's name to search for
  76909. * @return the indice of the bone. Returns -1 if not found
  76910. */
  76911. getBoneIndexByName(name: string): number;
  76912. /**
  76913. * Creater a new animation range
  76914. * @param name defines the name of the range
  76915. * @param from defines the start key
  76916. * @param to defines the end key
  76917. */
  76918. createAnimationRange(name: string, from: number, to: number): void;
  76919. /**
  76920. * Delete a specific animation range
  76921. * @param name defines the name of the range
  76922. * @param deleteFrames defines if frames must be removed as well
  76923. */
  76924. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  76925. /**
  76926. * Gets a specific animation range
  76927. * @param name defines the name of the range to look for
  76928. * @returns the requested animation range or null if not found
  76929. */
  76930. getAnimationRange(name: string): Nullable<AnimationRange>;
  76931. /**
  76932. * Gets the list of all animation ranges defined on this skeleton
  76933. * @returns an array
  76934. */
  76935. getAnimationRanges(): Nullable<AnimationRange>[];
  76936. /**
  76937. * Copy animation range from a source skeleton.
  76938. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  76939. * @param source defines the source skeleton
  76940. * @param name defines the name of the range to copy
  76941. * @param rescaleAsRequired defines if rescaling must be applied if required
  76942. * @returns true if operation was successful
  76943. */
  76944. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  76945. /**
  76946. * Forces the skeleton to go to rest pose
  76947. */
  76948. returnToRest(): void;
  76949. private _getHighestAnimationFrame;
  76950. /**
  76951. * Begin a specific animation range
  76952. * @param name defines the name of the range to start
  76953. * @param loop defines if looping must be turned on (false by default)
  76954. * @param speedRatio defines the speed ratio to apply (1 by default)
  76955. * @param onAnimationEnd defines a callback which will be called when animation will end
  76956. * @returns a new animatable
  76957. */
  76958. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  76959. /** @hidden */
  76960. _markAsDirty(): void;
  76961. /** @hidden */
  76962. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76963. /** @hidden */
  76964. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76965. private _computeTransformMatrices;
  76966. /**
  76967. * Build all resources required to render a skeleton
  76968. */
  76969. prepare(): void;
  76970. /**
  76971. * Gets the list of animatables currently running for this skeleton
  76972. * @returns an array of animatables
  76973. */
  76974. getAnimatables(): IAnimatable[];
  76975. /**
  76976. * Clone the current skeleton
  76977. * @param name defines the name of the new skeleton
  76978. * @param id defines the id of the new skeleton
  76979. * @returns the new skeleton
  76980. */
  76981. clone(name: string, id: string): Skeleton;
  76982. /**
  76983. * Enable animation blending for this skeleton
  76984. * @param blendingSpeed defines the blending speed to apply
  76985. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76986. */
  76987. enableBlending(blendingSpeed?: number): void;
  76988. /**
  76989. * Releases all resources associated with the current skeleton
  76990. */
  76991. dispose(): void;
  76992. /**
  76993. * Serialize the skeleton in a JSON object
  76994. * @returns a JSON object
  76995. */
  76996. serialize(): any;
  76997. /**
  76998. * Creates a new skeleton from serialized data
  76999. * @param parsedSkeleton defines the serialized data
  77000. * @param scene defines the hosting scene
  77001. * @returns a new skeleton
  77002. */
  77003. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77004. /**
  77005. * Compute all node absolute transforms
  77006. * @param forceUpdate defines if computation must be done even if cache is up to date
  77007. */
  77008. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77009. /**
  77010. * Gets the root pose matrix
  77011. * @returns a matrix
  77012. */
  77013. getPoseMatrix(): Nullable<Matrix>;
  77014. /**
  77015. * Sorts bones per internal index
  77016. */
  77017. sortBones(): void;
  77018. private _sortBones;
  77019. }
  77020. }
  77021. declare module BABYLON {
  77022. /**
  77023. * Class used to store bone information
  77024. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77025. */
  77026. export class Bone extends Node {
  77027. /**
  77028. * defines the bone name
  77029. */
  77030. name: string;
  77031. private static _tmpVecs;
  77032. private static _tmpQuat;
  77033. private static _tmpMats;
  77034. /**
  77035. * Gets the list of child bones
  77036. */
  77037. children: Bone[];
  77038. /** Gets the animations associated with this bone */
  77039. animations: Animation[];
  77040. /**
  77041. * Gets or sets bone length
  77042. */
  77043. length: number;
  77044. /**
  77045. * @hidden Internal only
  77046. * Set this value to map this bone to a different index in the transform matrices
  77047. * Set this value to -1 to exclude the bone from the transform matrices
  77048. */
  77049. _index: Nullable<number>;
  77050. private _skeleton;
  77051. private _localMatrix;
  77052. private _restPose;
  77053. private _baseMatrix;
  77054. private _absoluteTransform;
  77055. private _invertedAbsoluteTransform;
  77056. private _parent;
  77057. private _scalingDeterminant;
  77058. private _worldTransform;
  77059. private _localScaling;
  77060. private _localRotation;
  77061. private _localPosition;
  77062. private _needToDecompose;
  77063. private _needToCompose;
  77064. /** @hidden */
  77065. _linkedTransformNode: Nullable<TransformNode>;
  77066. /** @hidden */
  77067. _waitingTransformNodeId: Nullable<string>;
  77068. /** @hidden */
  77069. /** @hidden */
  77070. _matrix: Matrix;
  77071. /**
  77072. * Create a new bone
  77073. * @param name defines the bone name
  77074. * @param skeleton defines the parent skeleton
  77075. * @param parentBone defines the parent (can be null if the bone is the root)
  77076. * @param localMatrix defines the local matrix
  77077. * @param restPose defines the rest pose matrix
  77078. * @param baseMatrix defines the base matrix
  77079. * @param index defines index of the bone in the hiearchy
  77080. */
  77081. constructor(
  77082. /**
  77083. * defines the bone name
  77084. */
  77085. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77086. /**
  77087. * Gets the current object class name.
  77088. * @return the class name
  77089. */
  77090. getClassName(): string;
  77091. /**
  77092. * Gets the parent skeleton
  77093. * @returns a skeleton
  77094. */
  77095. getSkeleton(): Skeleton;
  77096. /**
  77097. * Gets parent bone
  77098. * @returns a bone or null if the bone is the root of the bone hierarchy
  77099. */
  77100. getParent(): Nullable<Bone>;
  77101. /**
  77102. * Returns an array containing the root bones
  77103. * @returns an array containing the root bones
  77104. */
  77105. getChildren(): Array<Bone>;
  77106. /**
  77107. * Sets the parent bone
  77108. * @param parent defines the parent (can be null if the bone is the root)
  77109. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77110. */
  77111. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77112. /**
  77113. * Gets the local matrix
  77114. * @returns a matrix
  77115. */
  77116. getLocalMatrix(): Matrix;
  77117. /**
  77118. * Gets the base matrix (initial matrix which remains unchanged)
  77119. * @returns a matrix
  77120. */
  77121. getBaseMatrix(): Matrix;
  77122. /**
  77123. * Gets the rest pose matrix
  77124. * @returns a matrix
  77125. */
  77126. getRestPose(): Matrix;
  77127. /**
  77128. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77129. */
  77130. getWorldMatrix(): Matrix;
  77131. /**
  77132. * Sets the local matrix to rest pose matrix
  77133. */
  77134. returnToRest(): void;
  77135. /**
  77136. * Gets the inverse of the absolute transform matrix.
  77137. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77138. * @returns a matrix
  77139. */
  77140. getInvertedAbsoluteTransform(): Matrix;
  77141. /**
  77142. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77143. * @returns a matrix
  77144. */
  77145. getAbsoluteTransform(): Matrix;
  77146. /**
  77147. * Links with the given transform node.
  77148. * The local matrix of this bone is copied from the transform node every frame.
  77149. * @param transformNode defines the transform node to link to
  77150. */
  77151. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77152. /**
  77153. * Gets the node used to drive the bone's transformation
  77154. * @returns a transform node or null
  77155. */
  77156. getTransformNode(): Nullable<TransformNode>;
  77157. /** Gets or sets current position (in local space) */
  77158. position: Vector3;
  77159. /** Gets or sets current rotation (in local space) */
  77160. rotation: Vector3;
  77161. /** Gets or sets current rotation quaternion (in local space) */
  77162. rotationQuaternion: Quaternion;
  77163. /** Gets or sets current scaling (in local space) */
  77164. scaling: Vector3;
  77165. /**
  77166. * Gets the animation properties override
  77167. */
  77168. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77169. private _decompose;
  77170. private _compose;
  77171. /**
  77172. * Update the base and local matrices
  77173. * @param matrix defines the new base or local matrix
  77174. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77175. * @param updateLocalMatrix defines if the local matrix should be updated
  77176. */
  77177. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77178. /** @hidden */
  77179. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77180. /**
  77181. * Flag the bone as dirty (Forcing it to update everything)
  77182. */
  77183. markAsDirty(): void;
  77184. /** @hidden */
  77185. _markAsDirtyAndCompose(): void;
  77186. private _markAsDirtyAndDecompose;
  77187. /**
  77188. * Translate the bone in local or world space
  77189. * @param vec The amount to translate the bone
  77190. * @param space The space that the translation is in
  77191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77192. */
  77193. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77194. /**
  77195. * Set the postion of the bone in local or world space
  77196. * @param position The position to set the bone
  77197. * @param space The space that the position is in
  77198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77199. */
  77200. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77201. /**
  77202. * Set the absolute position of the bone (world space)
  77203. * @param position The position to set the bone
  77204. * @param mesh The mesh that this bone is attached to
  77205. */
  77206. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77207. /**
  77208. * Scale the bone on the x, y and z axes (in local space)
  77209. * @param x The amount to scale the bone on the x axis
  77210. * @param y The amount to scale the bone on the y axis
  77211. * @param z The amount to scale the bone on the z axis
  77212. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77213. */
  77214. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77215. /**
  77216. * Set the bone scaling in local space
  77217. * @param scale defines the scaling vector
  77218. */
  77219. setScale(scale: Vector3): void;
  77220. /**
  77221. * Gets the current scaling in local space
  77222. * @returns the current scaling vector
  77223. */
  77224. getScale(): Vector3;
  77225. /**
  77226. * Gets the current scaling in local space and stores it in a target vector
  77227. * @param result defines the target vector
  77228. */
  77229. getScaleToRef(result: Vector3): void;
  77230. /**
  77231. * Set the yaw, pitch, and roll of the bone in local or world space
  77232. * @param yaw The rotation of the bone on the y axis
  77233. * @param pitch The rotation of the bone on the x axis
  77234. * @param roll The rotation of the bone on the z axis
  77235. * @param space The space that the axes of rotation are in
  77236. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77237. */
  77238. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77239. /**
  77240. * Add a rotation to the bone on an axis in local or world space
  77241. * @param axis The axis to rotate the bone on
  77242. * @param amount The amount to rotate the bone
  77243. * @param space The space that the axis is in
  77244. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77245. */
  77246. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77247. /**
  77248. * Set the rotation of the bone to a particular axis angle in local or world space
  77249. * @param axis The axis to rotate the bone on
  77250. * @param angle The angle that the bone should be rotated to
  77251. * @param space The space that the axis is in
  77252. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77253. */
  77254. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77255. /**
  77256. * Set the euler rotation of the bone in local of world space
  77257. * @param rotation The euler rotation that the bone should be set to
  77258. * @param space The space that the rotation is in
  77259. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77260. */
  77261. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77262. /**
  77263. * Set the quaternion rotation of the bone in local of world space
  77264. * @param quat The quaternion rotation that the bone should be set to
  77265. * @param space The space that the rotation is in
  77266. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77267. */
  77268. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77269. /**
  77270. * Set the rotation matrix of the bone in local of world space
  77271. * @param rotMat The rotation matrix that the bone should be set to
  77272. * @param space The space that the rotation is in
  77273. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77274. */
  77275. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77276. private _rotateWithMatrix;
  77277. private _getNegativeRotationToRef;
  77278. /**
  77279. * Get the position of the bone in local or world space
  77280. * @param space The space that the returned position is in
  77281. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77282. * @returns The position of the bone
  77283. */
  77284. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77285. /**
  77286. * Copy the position of the bone to a vector3 in local or world space
  77287. * @param space The space that the returned position is in
  77288. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77289. * @param result The vector3 to copy the position to
  77290. */
  77291. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77292. /**
  77293. * Get the absolute position of the bone (world space)
  77294. * @param mesh The mesh that this bone is attached to
  77295. * @returns The absolute position of the bone
  77296. */
  77297. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77298. /**
  77299. * Copy the absolute position of the bone (world space) to the result param
  77300. * @param mesh The mesh that this bone is attached to
  77301. * @param result The vector3 to copy the absolute position to
  77302. */
  77303. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77304. /**
  77305. * Compute the absolute transforms of this bone and its children
  77306. */
  77307. computeAbsoluteTransforms(): void;
  77308. /**
  77309. * Get the world direction from an axis that is in the local space of the bone
  77310. * @param localAxis The local direction that is used to compute the world direction
  77311. * @param mesh The mesh that this bone is attached to
  77312. * @returns The world direction
  77313. */
  77314. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77315. /**
  77316. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77317. * @param localAxis The local direction that is used to compute the world direction
  77318. * @param mesh The mesh that this bone is attached to
  77319. * @param result The vector3 that the world direction will be copied to
  77320. */
  77321. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77322. /**
  77323. * Get the euler rotation of the bone in local or world space
  77324. * @param space The space that the rotation should be in
  77325. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77326. * @returns The euler rotation
  77327. */
  77328. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77329. /**
  77330. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77331. * @param space The space that the rotation should be in
  77332. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77333. * @param result The vector3 that the rotation should be copied to
  77334. */
  77335. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77336. /**
  77337. * Get the quaternion rotation of the bone in either local or world space
  77338. * @param space The space that the rotation should be in
  77339. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77340. * @returns The quaternion rotation
  77341. */
  77342. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77343. /**
  77344. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77345. * @param space The space that the rotation should be in
  77346. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77347. * @param result The quaternion that the rotation should be copied to
  77348. */
  77349. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77350. /**
  77351. * Get the rotation matrix of the bone in local or world space
  77352. * @param space The space that the rotation should be in
  77353. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77354. * @returns The rotation matrix
  77355. */
  77356. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77357. /**
  77358. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77359. * @param space The space that the rotation should be in
  77360. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77361. * @param result The quaternion that the rotation should be copied to
  77362. */
  77363. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77364. /**
  77365. * Get the world position of a point that is in the local space of the bone
  77366. * @param position The local position
  77367. * @param mesh The mesh that this bone is attached to
  77368. * @returns The world position
  77369. */
  77370. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77371. /**
  77372. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77373. * @param position The local position
  77374. * @param mesh The mesh that this bone is attached to
  77375. * @param result The vector3 that the world position should be copied to
  77376. */
  77377. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77378. /**
  77379. * Get the local position of a point that is in world space
  77380. * @param position The world position
  77381. * @param mesh The mesh that this bone is attached to
  77382. * @returns The local position
  77383. */
  77384. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77385. /**
  77386. * Get the local position of a point that is in world space and copy it to the result param
  77387. * @param position The world position
  77388. * @param mesh The mesh that this bone is attached to
  77389. * @param result The vector3 that the local position should be copied to
  77390. */
  77391. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77392. }
  77393. }
  77394. declare module BABYLON {
  77395. /**
  77396. * 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.
  77397. * @see https://doc.babylonjs.com/how_to/transformnode
  77398. */
  77399. export class TransformNode extends Node {
  77400. /**
  77401. * Object will not rotate to face the camera
  77402. */
  77403. static BILLBOARDMODE_NONE: number;
  77404. /**
  77405. * Object will rotate to face the camera but only on the x axis
  77406. */
  77407. static BILLBOARDMODE_X: number;
  77408. /**
  77409. * Object will rotate to face the camera but only on the y axis
  77410. */
  77411. static BILLBOARDMODE_Y: number;
  77412. /**
  77413. * Object will rotate to face the camera but only on the z axis
  77414. */
  77415. static BILLBOARDMODE_Z: number;
  77416. /**
  77417. * Object will rotate to face the camera
  77418. */
  77419. static BILLBOARDMODE_ALL: number;
  77420. private _forward;
  77421. private _forwardInverted;
  77422. private _up;
  77423. private _right;
  77424. private _rightInverted;
  77425. private _position;
  77426. private _rotation;
  77427. private _rotationQuaternion;
  77428. protected _scaling: Vector3;
  77429. protected _isDirty: boolean;
  77430. private _transformToBoneReferal;
  77431. private _isAbsoluteSynced;
  77432. private _billboardMode;
  77433. /**
  77434. * Gets or sets the billboard mode. Default is 0.
  77435. *
  77436. * | Value | Type | Description |
  77437. * | --- | --- | --- |
  77438. * | 0 | BILLBOARDMODE_NONE | |
  77439. * | 1 | BILLBOARDMODE_X | |
  77440. * | 2 | BILLBOARDMODE_Y | |
  77441. * | 4 | BILLBOARDMODE_Z | |
  77442. * | 7 | BILLBOARDMODE_ALL | |
  77443. *
  77444. */
  77445. billboardMode: number;
  77446. private _preserveParentRotationForBillboard;
  77447. /**
  77448. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77449. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77450. */
  77451. preserveParentRotationForBillboard: boolean;
  77452. /**
  77453. * 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
  77454. */
  77455. scalingDeterminant: number;
  77456. private _infiniteDistance;
  77457. /**
  77458. * Gets or sets the distance of the object to max, often used by skybox
  77459. */
  77460. infiniteDistance: boolean;
  77461. /**
  77462. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77463. * By default the system will update normals to compensate
  77464. */
  77465. ignoreNonUniformScaling: boolean;
  77466. /**
  77467. * 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
  77468. */
  77469. reIntegrateRotationIntoRotationQuaternion: boolean;
  77470. /** @hidden */
  77471. _poseMatrix: Nullable<Matrix>;
  77472. /** @hidden */
  77473. _localMatrix: Matrix;
  77474. private _usePivotMatrix;
  77475. private _absolutePosition;
  77476. private _absoluteScaling;
  77477. private _absoluteRotationQuaternion;
  77478. private _pivotMatrix;
  77479. private _pivotMatrixInverse;
  77480. protected _postMultiplyPivotMatrix: boolean;
  77481. protected _isWorldMatrixFrozen: boolean;
  77482. /** @hidden */
  77483. _indexInSceneTransformNodesArray: number;
  77484. /**
  77485. * An event triggered after the world matrix is updated
  77486. */
  77487. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77488. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77489. /**
  77490. * Gets a string identifying the name of the class
  77491. * @returns "TransformNode" string
  77492. */
  77493. getClassName(): string;
  77494. /**
  77495. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77496. */
  77497. position: Vector3;
  77498. /**
  77499. * 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)).
  77500. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77501. */
  77502. rotation: Vector3;
  77503. /**
  77504. * 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)).
  77505. */
  77506. scaling: Vector3;
  77507. /**
  77508. * 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).
  77509. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77510. */
  77511. rotationQuaternion: Nullable<Quaternion>;
  77512. /**
  77513. * The forward direction of that transform in world space.
  77514. */
  77515. readonly forward: Vector3;
  77516. /**
  77517. * The up direction of that transform in world space.
  77518. */
  77519. readonly up: Vector3;
  77520. /**
  77521. * The right direction of that transform in world space.
  77522. */
  77523. readonly right: Vector3;
  77524. /**
  77525. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77526. * @param matrix the matrix to copy the pose from
  77527. * @returns this TransformNode.
  77528. */
  77529. updatePoseMatrix(matrix: Matrix): TransformNode;
  77530. /**
  77531. * Returns the mesh Pose matrix.
  77532. * @returns the pose matrix
  77533. */
  77534. getPoseMatrix(): Matrix;
  77535. /** @hidden */
  77536. _isSynchronized(): boolean;
  77537. /** @hidden */
  77538. _initCache(): void;
  77539. /**
  77540. * Flag the transform node as dirty (Forcing it to update everything)
  77541. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77542. * @returns this transform node
  77543. */
  77544. markAsDirty(property: string): TransformNode;
  77545. /**
  77546. * Returns the current mesh absolute position.
  77547. * Returns a Vector3.
  77548. */
  77549. readonly absolutePosition: Vector3;
  77550. /**
  77551. * Returns the current mesh absolute scaling.
  77552. * Returns a Vector3.
  77553. */
  77554. readonly absoluteScaling: Vector3;
  77555. /**
  77556. * Returns the current mesh absolute rotation.
  77557. * Returns a Quaternion.
  77558. */
  77559. readonly absoluteRotationQuaternion: Quaternion;
  77560. /**
  77561. * Sets a new matrix to apply before all other transformation
  77562. * @param matrix defines the transform matrix
  77563. * @returns the current TransformNode
  77564. */
  77565. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77566. /**
  77567. * Sets a new pivot matrix to the current node
  77568. * @param matrix defines the new pivot matrix to use
  77569. * @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
  77570. * @returns the current TransformNode
  77571. */
  77572. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77573. /**
  77574. * Returns the mesh pivot matrix.
  77575. * Default : Identity.
  77576. * @returns the matrix
  77577. */
  77578. getPivotMatrix(): Matrix;
  77579. /**
  77580. * Prevents the World matrix to be computed any longer.
  77581. * @returns the TransformNode.
  77582. */
  77583. freezeWorldMatrix(): TransformNode;
  77584. /**
  77585. * Allows back the World matrix computation.
  77586. * @returns the TransformNode.
  77587. */
  77588. unfreezeWorldMatrix(): this;
  77589. /**
  77590. * True if the World matrix has been frozen.
  77591. */
  77592. readonly isWorldMatrixFrozen: boolean;
  77593. /**
  77594. * Retuns the mesh absolute position in the World.
  77595. * @returns a Vector3.
  77596. */
  77597. getAbsolutePosition(): Vector3;
  77598. /**
  77599. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77600. * @param absolutePosition the absolute position to set
  77601. * @returns the TransformNode.
  77602. */
  77603. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77604. /**
  77605. * Sets the mesh position in its local space.
  77606. * @param vector3 the position to set in localspace
  77607. * @returns the TransformNode.
  77608. */
  77609. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77610. /**
  77611. * Returns the mesh position in the local space from the current World matrix values.
  77612. * @returns a new Vector3.
  77613. */
  77614. getPositionExpressedInLocalSpace(): Vector3;
  77615. /**
  77616. * Translates the mesh along the passed Vector3 in its local space.
  77617. * @param vector3 the distance to translate in localspace
  77618. * @returns the TransformNode.
  77619. */
  77620. locallyTranslate(vector3: Vector3): TransformNode;
  77621. private static _lookAtVectorCache;
  77622. /**
  77623. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77624. * @param targetPoint the position (must be in same space as current mesh) to look at
  77625. * @param yawCor optional yaw (y-axis) correction in radians
  77626. * @param pitchCor optional pitch (x-axis) correction in radians
  77627. * @param rollCor optional roll (z-axis) correction in radians
  77628. * @param space the choosen space of the target
  77629. * @returns the TransformNode.
  77630. */
  77631. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77632. /**
  77633. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77634. * This Vector3 is expressed in the World space.
  77635. * @param localAxis axis to rotate
  77636. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77637. */
  77638. getDirection(localAxis: Vector3): Vector3;
  77639. /**
  77640. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77641. * localAxis is expressed in the mesh local space.
  77642. * result is computed in the Wordl space from the mesh World matrix.
  77643. * @param localAxis axis to rotate
  77644. * @param result the resulting transformnode
  77645. * @returns this TransformNode.
  77646. */
  77647. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77648. /**
  77649. * Sets this transform node rotation to the given local axis.
  77650. * @param localAxis the axis in local space
  77651. * @param yawCor optional yaw (y-axis) correction in radians
  77652. * @param pitchCor optional pitch (x-axis) correction in radians
  77653. * @param rollCor optional roll (z-axis) correction in radians
  77654. * @returns this TransformNode
  77655. */
  77656. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77657. /**
  77658. * Sets a new pivot point to the current node
  77659. * @param point defines the new pivot point to use
  77660. * @param space defines if the point is in world or local space (local by default)
  77661. * @returns the current TransformNode
  77662. */
  77663. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77664. /**
  77665. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77666. * @returns the pivot point
  77667. */
  77668. getPivotPoint(): Vector3;
  77669. /**
  77670. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77671. * @param result the vector3 to store the result
  77672. * @returns this TransformNode.
  77673. */
  77674. getPivotPointToRef(result: Vector3): TransformNode;
  77675. /**
  77676. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77677. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77678. */
  77679. getAbsolutePivotPoint(): Vector3;
  77680. /**
  77681. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77682. * @param result vector3 to store the result
  77683. * @returns this TransformNode.
  77684. */
  77685. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77686. /**
  77687. * Defines the passed node as the parent of the current node.
  77688. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77689. * @see https://doc.babylonjs.com/how_to/parenting
  77690. * @param node the node ot set as the parent
  77691. * @returns this TransformNode.
  77692. */
  77693. setParent(node: Nullable<Node>): TransformNode;
  77694. private _nonUniformScaling;
  77695. /**
  77696. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77697. */
  77698. readonly nonUniformScaling: boolean;
  77699. /** @hidden */
  77700. _updateNonUniformScalingState(value: boolean): boolean;
  77701. /**
  77702. * Attach the current TransformNode to another TransformNode associated with a bone
  77703. * @param bone Bone affecting the TransformNode
  77704. * @param affectedTransformNode TransformNode associated with the bone
  77705. * @returns this object
  77706. */
  77707. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77708. /**
  77709. * Detach the transform node if its associated with a bone
  77710. * @returns this object
  77711. */
  77712. detachFromBone(): TransformNode;
  77713. private static _rotationAxisCache;
  77714. /**
  77715. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77716. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77717. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77718. * The passed axis is also normalized.
  77719. * @param axis the axis to rotate around
  77720. * @param amount the amount to rotate in radians
  77721. * @param space Space to rotate in (Default: local)
  77722. * @returns the TransformNode.
  77723. */
  77724. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77725. /**
  77726. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77727. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77728. * The passed axis is also normalized. .
  77729. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77730. * @param point the point to rotate around
  77731. * @param axis the axis to rotate around
  77732. * @param amount the amount to rotate in radians
  77733. * @returns the TransformNode
  77734. */
  77735. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77736. /**
  77737. * Translates the mesh along the axis vector for the passed distance in the given space.
  77738. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77739. * @param axis the axis to translate in
  77740. * @param distance the distance to translate
  77741. * @param space Space to rotate in (Default: local)
  77742. * @returns the TransformNode.
  77743. */
  77744. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77745. /**
  77746. * Adds a rotation step to the mesh current rotation.
  77747. * x, y, z are Euler angles expressed in radians.
  77748. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77749. * This means this rotation is made in the mesh local space only.
  77750. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77751. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77752. * ```javascript
  77753. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77754. * ```
  77755. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77756. * 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.
  77757. * @param x Rotation to add
  77758. * @param y Rotation to add
  77759. * @param z Rotation to add
  77760. * @returns the TransformNode.
  77761. */
  77762. addRotation(x: number, y: number, z: number): TransformNode;
  77763. /**
  77764. * @hidden
  77765. */
  77766. protected _getEffectiveParent(): Nullable<Node>;
  77767. /**
  77768. * Computes the world matrix of the node
  77769. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77770. * @returns the world matrix
  77771. */
  77772. computeWorldMatrix(force?: boolean): Matrix;
  77773. protected _afterComputeWorldMatrix(): void;
  77774. /**
  77775. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77776. * @param func callback function to add
  77777. *
  77778. * @returns the TransformNode.
  77779. */
  77780. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77781. /**
  77782. * Removes a registered callback function.
  77783. * @param func callback function to remove
  77784. * @returns the TransformNode.
  77785. */
  77786. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77787. /**
  77788. * Gets the position of the current mesh in camera space
  77789. * @param camera defines the camera to use
  77790. * @returns a position
  77791. */
  77792. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77793. /**
  77794. * Returns the distance from the mesh to the active camera
  77795. * @param camera defines the camera to use
  77796. * @returns the distance
  77797. */
  77798. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77799. /**
  77800. * Clone the current transform node
  77801. * @param name Name of the new clone
  77802. * @param newParent New parent for the clone
  77803. * @param doNotCloneChildren Do not clone children hierarchy
  77804. * @returns the new transform node
  77805. */
  77806. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77807. /**
  77808. * Serializes the objects information.
  77809. * @param currentSerializationObject defines the object to serialize in
  77810. * @returns the serialized object
  77811. */
  77812. serialize(currentSerializationObject?: any): any;
  77813. /**
  77814. * Returns a new TransformNode object parsed from the source provided.
  77815. * @param parsedTransformNode is the source.
  77816. * @param scene the scne the object belongs to
  77817. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77818. * @returns a new TransformNode object parsed from the source provided.
  77819. */
  77820. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77821. /**
  77822. * Get all child-transformNodes of this node
  77823. * @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
  77824. * @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
  77825. * @returns an array of TransformNode
  77826. */
  77827. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77828. /**
  77829. * Releases resources associated with this transform node.
  77830. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77831. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77832. */
  77833. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77834. /**
  77835. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77836. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77837. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77838. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77839. * @returns the current mesh
  77840. */
  77841. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77842. private _syncAbsoluteScalingAndRotation;
  77843. }
  77844. }
  77845. declare module BABYLON {
  77846. /**
  77847. * Defines the types of pose enabled controllers that are supported
  77848. */
  77849. export enum PoseEnabledControllerType {
  77850. /**
  77851. * HTC Vive
  77852. */
  77853. VIVE = 0,
  77854. /**
  77855. * Oculus Rift
  77856. */
  77857. OCULUS = 1,
  77858. /**
  77859. * Windows mixed reality
  77860. */
  77861. WINDOWS = 2,
  77862. /**
  77863. * Samsung gear VR
  77864. */
  77865. GEAR_VR = 3,
  77866. /**
  77867. * Google Daydream
  77868. */
  77869. DAYDREAM = 4,
  77870. /**
  77871. * Generic
  77872. */
  77873. GENERIC = 5
  77874. }
  77875. /**
  77876. * Defines the MutableGamepadButton interface for the state of a gamepad button
  77877. */
  77878. export interface MutableGamepadButton {
  77879. /**
  77880. * Value of the button/trigger
  77881. */
  77882. value: number;
  77883. /**
  77884. * If the button/trigger is currently touched
  77885. */
  77886. touched: boolean;
  77887. /**
  77888. * If the button/trigger is currently pressed
  77889. */
  77890. pressed: boolean;
  77891. }
  77892. /**
  77893. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  77894. * @hidden
  77895. */
  77896. export interface ExtendedGamepadButton extends GamepadButton {
  77897. /**
  77898. * If the button/trigger is currently pressed
  77899. */
  77900. readonly pressed: boolean;
  77901. /**
  77902. * If the button/trigger is currently touched
  77903. */
  77904. readonly touched: boolean;
  77905. /**
  77906. * Value of the button/trigger
  77907. */
  77908. readonly value: number;
  77909. }
  77910. /** @hidden */
  77911. export interface _GamePadFactory {
  77912. /**
  77913. * Returns wether or not the current gamepad can be created for this type of controller.
  77914. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77915. * @returns true if it can be created, otherwise false
  77916. */
  77917. canCreate(gamepadInfo: any): boolean;
  77918. /**
  77919. * Creates a new instance of the Gamepad.
  77920. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77921. * @returns the new gamepad instance
  77922. */
  77923. create(gamepadInfo: any): Gamepad;
  77924. }
  77925. /**
  77926. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77927. */
  77928. export class PoseEnabledControllerHelper {
  77929. /** @hidden */
  77930. static _ControllerFactories: _GamePadFactory[];
  77931. /** @hidden */
  77932. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  77933. /**
  77934. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77935. * @param vrGamepad the gamepad to initialized
  77936. * @returns a vr controller of the type the gamepad identified as
  77937. */
  77938. static InitiateController(vrGamepad: any): Gamepad;
  77939. }
  77940. /**
  77941. * Defines the PoseEnabledController object that contains state of a vr capable controller
  77942. */
  77943. export class PoseEnabledController extends Gamepad implements PoseControlled {
  77944. /**
  77945. * If the controller is used in a webXR session
  77946. */
  77947. isXR: boolean;
  77948. private _deviceRoomPosition;
  77949. private _deviceRoomRotationQuaternion;
  77950. /**
  77951. * The device position in babylon space
  77952. */
  77953. devicePosition: Vector3;
  77954. /**
  77955. * The device rotation in babylon space
  77956. */
  77957. deviceRotationQuaternion: Quaternion;
  77958. /**
  77959. * The scale factor of the device in babylon space
  77960. */
  77961. deviceScaleFactor: number;
  77962. /**
  77963. * (Likely devicePosition should be used instead) The device position in its room space
  77964. */
  77965. position: Vector3;
  77966. /**
  77967. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  77968. */
  77969. rotationQuaternion: Quaternion;
  77970. /**
  77971. * The type of controller (Eg. Windows mixed reality)
  77972. */
  77973. controllerType: PoseEnabledControllerType;
  77974. protected _calculatedPosition: Vector3;
  77975. private _calculatedRotation;
  77976. /**
  77977. * The raw pose from the device
  77978. */
  77979. rawPose: DevicePose;
  77980. private _trackPosition;
  77981. private _maxRotationDistFromHeadset;
  77982. private _draggedRoomRotation;
  77983. /**
  77984. * @hidden
  77985. */
  77986. _disableTrackPosition(fixedPosition: Vector3): void;
  77987. /**
  77988. * Internal, the mesh attached to the controller
  77989. * @hidden
  77990. */
  77991. _mesh: Nullable<AbstractMesh>;
  77992. private _poseControlledCamera;
  77993. private _leftHandSystemQuaternion;
  77994. /**
  77995. * Internal, matrix used to convert room space to babylon space
  77996. * @hidden
  77997. */
  77998. _deviceToWorld: Matrix;
  77999. /**
  78000. * Node to be used when casting a ray from the controller
  78001. * @hidden
  78002. */
  78003. _pointingPoseNode: Nullable<TransformNode>;
  78004. /**
  78005. * Name of the child mesh that can be used to cast a ray from the controller
  78006. */
  78007. static readonly POINTING_POSE: string;
  78008. /**
  78009. * Creates a new PoseEnabledController from a gamepad
  78010. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78011. */
  78012. constructor(browserGamepad: any);
  78013. private _workingMatrix;
  78014. /**
  78015. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78016. */
  78017. update(): void;
  78018. /**
  78019. * Updates only the pose device and mesh without doing any button event checking
  78020. */
  78021. protected _updatePoseAndMesh(): void;
  78022. /**
  78023. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78024. * @param poseData raw pose fromthe device
  78025. */
  78026. updateFromDevice(poseData: DevicePose): void;
  78027. /**
  78028. * @hidden
  78029. */
  78030. _meshAttachedObservable: Observable<AbstractMesh>;
  78031. /**
  78032. * Attaches a mesh to the controller
  78033. * @param mesh the mesh to be attached
  78034. */
  78035. attachToMesh(mesh: AbstractMesh): void;
  78036. /**
  78037. * Attaches the controllers mesh to a camera
  78038. * @param camera the camera the mesh should be attached to
  78039. */
  78040. attachToPoseControlledCamera(camera: TargetCamera): void;
  78041. /**
  78042. * Disposes of the controller
  78043. */
  78044. dispose(): void;
  78045. /**
  78046. * The mesh that is attached to the controller
  78047. */
  78048. readonly mesh: Nullable<AbstractMesh>;
  78049. /**
  78050. * Gets the ray of the controller in the direction the controller is pointing
  78051. * @param length the length the resulting ray should be
  78052. * @returns a ray in the direction the controller is pointing
  78053. */
  78054. getForwardRay(length?: number): Ray;
  78055. }
  78056. }
  78057. declare module BABYLON {
  78058. /**
  78059. * Defines the WebVRController object that represents controllers tracked in 3D space
  78060. */
  78061. export abstract class WebVRController extends PoseEnabledController {
  78062. /**
  78063. * Internal, the default controller model for the controller
  78064. */
  78065. protected _defaultModel: AbstractMesh;
  78066. /**
  78067. * Fired when the trigger state has changed
  78068. */
  78069. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78070. /**
  78071. * Fired when the main button state has changed
  78072. */
  78073. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78074. /**
  78075. * Fired when the secondary button state has changed
  78076. */
  78077. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78078. /**
  78079. * Fired when the pad state has changed
  78080. */
  78081. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78082. /**
  78083. * Fired when controllers stick values have changed
  78084. */
  78085. onPadValuesChangedObservable: Observable<StickValues>;
  78086. /**
  78087. * Array of button availible on the controller
  78088. */
  78089. protected _buttons: Array<MutableGamepadButton>;
  78090. private _onButtonStateChange;
  78091. /**
  78092. * Fired when a controller button's state has changed
  78093. * @param callback the callback containing the button that was modified
  78094. */
  78095. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78096. /**
  78097. * X and Y axis corresponding to the controllers joystick
  78098. */
  78099. pad: StickValues;
  78100. /**
  78101. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78102. */
  78103. hand: string;
  78104. /**
  78105. * The default controller model for the controller
  78106. */
  78107. readonly defaultModel: AbstractMesh;
  78108. /**
  78109. * Creates a new WebVRController from a gamepad
  78110. * @param vrGamepad the gamepad that the WebVRController should be created from
  78111. */
  78112. constructor(vrGamepad: any);
  78113. /**
  78114. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78115. */
  78116. update(): void;
  78117. /**
  78118. * Function to be called when a button is modified
  78119. */
  78120. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78121. /**
  78122. * Loads a mesh and attaches it to the controller
  78123. * @param scene the scene the mesh should be added to
  78124. * @param meshLoaded callback for when the mesh has been loaded
  78125. */
  78126. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78127. private _setButtonValue;
  78128. private _changes;
  78129. private _checkChanges;
  78130. /**
  78131. * Disposes of th webVRCOntroller
  78132. */
  78133. dispose(): void;
  78134. }
  78135. }
  78136. declare module BABYLON {
  78137. /**
  78138. * The HemisphericLight simulates the ambient environment light,
  78139. * so the passed direction is the light reflection direction, not the incoming direction.
  78140. */
  78141. export class HemisphericLight extends Light {
  78142. /**
  78143. * The groundColor is the light in the opposite direction to the one specified during creation.
  78144. * 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.
  78145. */
  78146. groundColor: Color3;
  78147. /**
  78148. * The light reflection direction, not the incoming direction.
  78149. */
  78150. direction: Vector3;
  78151. /**
  78152. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78153. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78154. * The HemisphericLight can't cast shadows.
  78155. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78156. * @param name The friendly name of the light
  78157. * @param direction The direction of the light reflection
  78158. * @param scene The scene the light belongs to
  78159. */
  78160. constructor(name: string, direction: Vector3, scene: Scene);
  78161. protected _buildUniformLayout(): void;
  78162. /**
  78163. * Returns the string "HemisphericLight".
  78164. * @return The class name
  78165. */
  78166. getClassName(): string;
  78167. /**
  78168. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78169. * Returns the updated direction.
  78170. * @param target The target the direction should point to
  78171. * @return The computed direction
  78172. */
  78173. setDirectionToTarget(target: Vector3): Vector3;
  78174. /**
  78175. * Returns the shadow generator associated to the light.
  78176. * @returns Always null for hemispheric lights because it does not support shadows.
  78177. */
  78178. getShadowGenerator(): Nullable<IShadowGenerator>;
  78179. /**
  78180. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78181. * @param effect The effect to update
  78182. * @param lightIndex The index of the light in the effect to update
  78183. * @returns The hemispheric light
  78184. */
  78185. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78186. /**
  78187. * Computes the world matrix of the node
  78188. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78189. * @param useWasUpdatedFlag defines a reserved property
  78190. * @returns the world matrix
  78191. */
  78192. computeWorldMatrix(): Matrix;
  78193. /**
  78194. * Returns the integer 3.
  78195. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78196. */
  78197. getTypeID(): number;
  78198. /**
  78199. * Prepares the list of defines specific to the light type.
  78200. * @param defines the list of defines
  78201. * @param lightIndex defines the index of the light for the effect
  78202. */
  78203. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78204. }
  78205. }
  78206. declare module BABYLON {
  78207. /** @hidden */
  78208. export var vrMultiviewToSingleviewPixelShader: {
  78209. name: string;
  78210. shader: string;
  78211. };
  78212. }
  78213. declare module BABYLON {
  78214. /**
  78215. * Renders to multiple views with a single draw call
  78216. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78217. */
  78218. export class MultiviewRenderTarget extends RenderTargetTexture {
  78219. /**
  78220. * Creates a multiview render target
  78221. * @param scene scene used with the render target
  78222. * @param size the size of the render target (used for each view)
  78223. */
  78224. constructor(scene: Scene, size?: number | {
  78225. width: number;
  78226. height: number;
  78227. } | {
  78228. ratio: number;
  78229. });
  78230. /**
  78231. * @hidden
  78232. * @param faceIndex the face index, if its a cube texture
  78233. */
  78234. _bindFrameBuffer(faceIndex?: number): void;
  78235. /**
  78236. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78237. * @returns the view count
  78238. */
  78239. getViewCount(): number;
  78240. }
  78241. }
  78242. declare module BABYLON {
  78243. /**
  78244. * Reprasents a camera frustum
  78245. */
  78246. export class Frustum {
  78247. /**
  78248. * Gets the planes representing the frustum
  78249. * @param transform matrix to be applied to the returned planes
  78250. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78251. */
  78252. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78253. /**
  78254. * Gets the near frustum plane transformed by the transform matrix
  78255. * @param transform transformation matrix to be applied to the resulting frustum plane
  78256. * @param frustumPlane the resuling frustum plane
  78257. */
  78258. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78259. /**
  78260. * Gets the far frustum plane transformed by the transform matrix
  78261. * @param transform transformation matrix to be applied to the resulting frustum plane
  78262. * @param frustumPlane the resuling frustum plane
  78263. */
  78264. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78265. /**
  78266. * Gets the left frustum plane transformed by the transform matrix
  78267. * @param transform transformation matrix to be applied to the resulting frustum plane
  78268. * @param frustumPlane the resuling frustum plane
  78269. */
  78270. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78271. /**
  78272. * Gets the right frustum plane transformed by the transform matrix
  78273. * @param transform transformation matrix to be applied to the resulting frustum plane
  78274. * @param frustumPlane the resuling frustum plane
  78275. */
  78276. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78277. /**
  78278. * Gets the top frustum plane transformed by the transform matrix
  78279. * @param transform transformation matrix to be applied to the resulting frustum plane
  78280. * @param frustumPlane the resuling frustum plane
  78281. */
  78282. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78283. /**
  78284. * Gets the bottom frustum plane transformed by the transform matrix
  78285. * @param transform transformation matrix to be applied to the resulting frustum plane
  78286. * @param frustumPlane the resuling frustum plane
  78287. */
  78288. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78289. /**
  78290. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78291. * @param transform transformation matrix to be applied to the resulting frustum planes
  78292. * @param frustumPlanes the resuling frustum planes
  78293. */
  78294. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78295. }
  78296. }
  78297. declare module BABYLON {
  78298. interface Engine {
  78299. /**
  78300. * Creates a new multiview render target
  78301. * @param width defines the width of the texture
  78302. * @param height defines the height of the texture
  78303. * @returns the created multiview texture
  78304. */
  78305. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78306. /**
  78307. * Binds a multiview framebuffer to be drawn to
  78308. * @param multiviewTexture texture to bind
  78309. */
  78310. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78311. }
  78312. interface Camera {
  78313. /**
  78314. * @hidden
  78315. * 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)
  78316. */
  78317. _useMultiviewToSingleView: boolean;
  78318. /**
  78319. * @hidden
  78320. * 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)
  78321. */
  78322. _multiviewTexture: Nullable<RenderTargetTexture>;
  78323. /**
  78324. * @hidden
  78325. * ensures the multiview texture of the camera exists and has the specified width/height
  78326. * @param width height to set on the multiview texture
  78327. * @param height width to set on the multiview texture
  78328. */
  78329. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78330. }
  78331. interface Scene {
  78332. /** @hidden */
  78333. _transformMatrixR: Matrix;
  78334. /** @hidden */
  78335. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78336. /** @hidden */
  78337. _createMultiviewUbo(): void;
  78338. /** @hidden */
  78339. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78340. /** @hidden */
  78341. _renderMultiviewToSingleView(camera: Camera): void;
  78342. }
  78343. }
  78344. declare module BABYLON {
  78345. /**
  78346. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78347. * This will not be used for webXR as it supports displaying texture arrays directly
  78348. */
  78349. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78350. /**
  78351. * Initializes a VRMultiviewToSingleview
  78352. * @param name name of the post process
  78353. * @param camera camera to be applied to
  78354. * @param scaleFactor scaling factor to the size of the output texture
  78355. */
  78356. constructor(name: string, camera: Camera, scaleFactor: number);
  78357. }
  78358. }
  78359. declare module BABYLON {
  78360. interface Engine {
  78361. /** @hidden */
  78362. _vrDisplay: any;
  78363. /** @hidden */
  78364. _vrSupported: boolean;
  78365. /** @hidden */
  78366. _oldSize: Size;
  78367. /** @hidden */
  78368. _oldHardwareScaleFactor: number;
  78369. /** @hidden */
  78370. _vrExclusivePointerMode: boolean;
  78371. /** @hidden */
  78372. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78373. /** @hidden */
  78374. _onVRDisplayPointerRestricted: () => void;
  78375. /** @hidden */
  78376. _onVRDisplayPointerUnrestricted: () => void;
  78377. /** @hidden */
  78378. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78379. /** @hidden */
  78380. _onVrDisplayDisconnect: Nullable<() => void>;
  78381. /** @hidden */
  78382. _onVrDisplayPresentChange: Nullable<() => void>;
  78383. /**
  78384. * Observable signaled when VR display mode changes
  78385. */
  78386. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78387. /**
  78388. * Observable signaled when VR request present is complete
  78389. */
  78390. onVRRequestPresentComplete: Observable<boolean>;
  78391. /**
  78392. * Observable signaled when VR request present starts
  78393. */
  78394. onVRRequestPresentStart: Observable<Engine>;
  78395. /**
  78396. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78397. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78398. */
  78399. isInVRExclusivePointerMode: boolean;
  78400. /**
  78401. * Gets a boolean indicating if a webVR device was detected
  78402. * @returns true if a webVR device was detected
  78403. */
  78404. isVRDevicePresent(): boolean;
  78405. /**
  78406. * Gets the current webVR device
  78407. * @returns the current webVR device (or null)
  78408. */
  78409. getVRDevice(): any;
  78410. /**
  78411. * Initializes a webVR display and starts listening to display change events
  78412. * The onVRDisplayChangedObservable will be notified upon these changes
  78413. * @returns A promise containing a VRDisplay and if vr is supported
  78414. */
  78415. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78416. /** @hidden */
  78417. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78418. /**
  78419. * Call this function to switch to webVR mode
  78420. * Will do nothing if webVR is not supported or if there is no webVR device
  78421. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78422. */
  78423. enableVR(): void;
  78424. /** @hidden */
  78425. _onVRFullScreenTriggered(): void;
  78426. }
  78427. }
  78428. declare module BABYLON {
  78429. /**
  78430. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78431. * IMPORTANT!! The data is right-hand data.
  78432. * @export
  78433. * @interface DevicePose
  78434. */
  78435. export interface DevicePose {
  78436. /**
  78437. * The position of the device, values in array are [x,y,z].
  78438. */
  78439. readonly position: Nullable<Float32Array>;
  78440. /**
  78441. * The linearVelocity of the device, values in array are [x,y,z].
  78442. */
  78443. readonly linearVelocity: Nullable<Float32Array>;
  78444. /**
  78445. * The linearAcceleration of the device, values in array are [x,y,z].
  78446. */
  78447. readonly linearAcceleration: Nullable<Float32Array>;
  78448. /**
  78449. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78450. */
  78451. readonly orientation: Nullable<Float32Array>;
  78452. /**
  78453. * The angularVelocity of the device, values in array are [x,y,z].
  78454. */
  78455. readonly angularVelocity: Nullable<Float32Array>;
  78456. /**
  78457. * The angularAcceleration of the device, values in array are [x,y,z].
  78458. */
  78459. readonly angularAcceleration: Nullable<Float32Array>;
  78460. }
  78461. /**
  78462. * Interface representing a pose controlled object in Babylon.
  78463. * A pose controlled object has both regular pose values as well as pose values
  78464. * from an external device such as a VR head mounted display
  78465. */
  78466. export interface PoseControlled {
  78467. /**
  78468. * The position of the object in babylon space.
  78469. */
  78470. position: Vector3;
  78471. /**
  78472. * The rotation quaternion of the object in babylon space.
  78473. */
  78474. rotationQuaternion: Quaternion;
  78475. /**
  78476. * The position of the device in babylon space.
  78477. */
  78478. devicePosition?: Vector3;
  78479. /**
  78480. * The rotation quaternion of the device in babylon space.
  78481. */
  78482. deviceRotationQuaternion: Quaternion;
  78483. /**
  78484. * The raw pose coming from the device.
  78485. */
  78486. rawPose: Nullable<DevicePose>;
  78487. /**
  78488. * The scale of the device to be used when translating from device space to babylon space.
  78489. */
  78490. deviceScaleFactor: number;
  78491. /**
  78492. * Updates the poseControlled values based on the input device pose.
  78493. * @param poseData the pose data to update the object with
  78494. */
  78495. updateFromDevice(poseData: DevicePose): void;
  78496. }
  78497. /**
  78498. * Set of options to customize the webVRCamera
  78499. */
  78500. export interface WebVROptions {
  78501. /**
  78502. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78503. */
  78504. trackPosition?: boolean;
  78505. /**
  78506. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78507. */
  78508. positionScale?: number;
  78509. /**
  78510. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78511. */
  78512. displayName?: string;
  78513. /**
  78514. * Should the native controller meshes be initialized. (default: true)
  78515. */
  78516. controllerMeshes?: boolean;
  78517. /**
  78518. * Creating a default HemiLight only on controllers. (default: true)
  78519. */
  78520. defaultLightingOnControllers?: boolean;
  78521. /**
  78522. * If you don't want to use the default VR button of the helper. (default: false)
  78523. */
  78524. useCustomVRButton?: boolean;
  78525. /**
  78526. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78527. */
  78528. customVRButton?: HTMLButtonElement;
  78529. /**
  78530. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78531. */
  78532. rayLength?: number;
  78533. /**
  78534. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78535. */
  78536. defaultHeight?: number;
  78537. /**
  78538. * If multiview should be used if availible (default: false)
  78539. */
  78540. useMultiview?: boolean;
  78541. }
  78542. /**
  78543. * This represents a WebVR camera.
  78544. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78545. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78546. */
  78547. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78548. private webVROptions;
  78549. /**
  78550. * @hidden
  78551. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78552. */
  78553. _vrDevice: any;
  78554. /**
  78555. * The rawPose of the vrDevice.
  78556. */
  78557. rawPose: Nullable<DevicePose>;
  78558. private _onVREnabled;
  78559. private _specsVersion;
  78560. private _attached;
  78561. private _frameData;
  78562. protected _descendants: Array<Node>;
  78563. private _deviceRoomPosition;
  78564. /** @hidden */
  78565. _deviceRoomRotationQuaternion: Quaternion;
  78566. private _standingMatrix;
  78567. /**
  78568. * Represents device position in babylon space.
  78569. */
  78570. devicePosition: Vector3;
  78571. /**
  78572. * Represents device rotation in babylon space.
  78573. */
  78574. deviceRotationQuaternion: Quaternion;
  78575. /**
  78576. * The scale of the device to be used when translating from device space to babylon space.
  78577. */
  78578. deviceScaleFactor: number;
  78579. private _deviceToWorld;
  78580. private _worldToDevice;
  78581. /**
  78582. * References to the webVR controllers for the vrDevice.
  78583. */
  78584. controllers: Array<WebVRController>;
  78585. /**
  78586. * Emits an event when a controller is attached.
  78587. */
  78588. onControllersAttachedObservable: Observable<WebVRController[]>;
  78589. /**
  78590. * Emits an event when a controller's mesh has been loaded;
  78591. */
  78592. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78593. /**
  78594. * Emits an event when the HMD's pose has been updated.
  78595. */
  78596. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78597. private _poseSet;
  78598. /**
  78599. * If the rig cameras be used as parent instead of this camera.
  78600. */
  78601. rigParenting: boolean;
  78602. private _lightOnControllers;
  78603. private _defaultHeight?;
  78604. /**
  78605. * Instantiates a WebVRFreeCamera.
  78606. * @param name The name of the WebVRFreeCamera
  78607. * @param position The starting anchor position for the camera
  78608. * @param scene The scene the camera belongs to
  78609. * @param webVROptions a set of customizable options for the webVRCamera
  78610. */
  78611. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78612. /**
  78613. * Gets the device distance from the ground in meters.
  78614. * @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.
  78615. */
  78616. deviceDistanceToRoomGround(): number;
  78617. /**
  78618. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78619. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78620. */
  78621. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78622. /**
  78623. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78624. * @returns A promise with a boolean set to if the standing matrix is supported.
  78625. */
  78626. useStandingMatrixAsync(): Promise<boolean>;
  78627. /**
  78628. * Disposes the camera
  78629. */
  78630. dispose(): void;
  78631. /**
  78632. * Gets a vrController by name.
  78633. * @param name The name of the controller to retreive
  78634. * @returns the controller matching the name specified or null if not found
  78635. */
  78636. getControllerByName(name: string): Nullable<WebVRController>;
  78637. private _leftController;
  78638. /**
  78639. * The controller corresponding to the users left hand.
  78640. */
  78641. readonly leftController: Nullable<WebVRController>;
  78642. private _rightController;
  78643. /**
  78644. * The controller corresponding to the users right hand.
  78645. */
  78646. readonly rightController: Nullable<WebVRController>;
  78647. /**
  78648. * Casts a ray forward from the vrCamera's gaze.
  78649. * @param length Length of the ray (default: 100)
  78650. * @returns the ray corresponding to the gaze
  78651. */
  78652. getForwardRay(length?: number): Ray;
  78653. /**
  78654. * @hidden
  78655. * Updates the camera based on device's frame data
  78656. */
  78657. _checkInputs(): void;
  78658. /**
  78659. * Updates the poseControlled values based on the input device pose.
  78660. * @param poseData Pose coming from the device
  78661. */
  78662. updateFromDevice(poseData: DevicePose): void;
  78663. private _htmlElementAttached;
  78664. private _detachIfAttached;
  78665. /**
  78666. * WebVR's attach control will start broadcasting frames to the device.
  78667. * Note that in certain browsers (chrome for example) this function must be called
  78668. * within a user-interaction callback. Example:
  78669. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78670. *
  78671. * @param element html element to attach the vrDevice to
  78672. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78673. */
  78674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78675. /**
  78676. * Detaches the camera from the html element and disables VR
  78677. *
  78678. * @param element html element to detach from
  78679. */
  78680. detachControl(element: HTMLElement): void;
  78681. /**
  78682. * @returns the name of this class
  78683. */
  78684. getClassName(): string;
  78685. /**
  78686. * Calls resetPose on the vrDisplay
  78687. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78688. */
  78689. resetToCurrentRotation(): void;
  78690. /**
  78691. * @hidden
  78692. * Updates the rig cameras (left and right eye)
  78693. */
  78694. _updateRigCameras(): void;
  78695. private _workingVector;
  78696. private _oneVector;
  78697. private _workingMatrix;
  78698. private updateCacheCalled;
  78699. private _correctPositionIfNotTrackPosition;
  78700. /**
  78701. * @hidden
  78702. * Updates the cached values of the camera
  78703. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78704. */
  78705. _updateCache(ignoreParentClass?: boolean): void;
  78706. /**
  78707. * @hidden
  78708. * Get current device position in babylon world
  78709. */
  78710. _computeDevicePosition(): void;
  78711. /**
  78712. * Updates the current device position and rotation in the babylon world
  78713. */
  78714. update(): void;
  78715. /**
  78716. * @hidden
  78717. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78718. * @returns an identity matrix
  78719. */
  78720. _getViewMatrix(): Matrix;
  78721. private _tmpMatrix;
  78722. /**
  78723. * This function is called by the two RIG cameras.
  78724. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78725. * @hidden
  78726. */
  78727. _getWebVRViewMatrix(): Matrix;
  78728. /** @hidden */
  78729. _getWebVRProjectionMatrix(): Matrix;
  78730. private _onGamepadConnectedObserver;
  78731. private _onGamepadDisconnectedObserver;
  78732. private _updateCacheWhenTrackingDisabledObserver;
  78733. /**
  78734. * Initializes the controllers and their meshes
  78735. */
  78736. initControllers(): void;
  78737. }
  78738. }
  78739. declare module BABYLON {
  78740. /**
  78741. * Size options for a post process
  78742. */
  78743. export type PostProcessOptions = {
  78744. width: number;
  78745. height: number;
  78746. };
  78747. /**
  78748. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78749. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78750. */
  78751. export class PostProcess {
  78752. /** Name of the PostProcess. */
  78753. name: string;
  78754. /**
  78755. * Gets or sets the unique id of the post process
  78756. */
  78757. uniqueId: number;
  78758. /**
  78759. * Width of the texture to apply the post process on
  78760. */
  78761. width: number;
  78762. /**
  78763. * Height of the texture to apply the post process on
  78764. */
  78765. height: number;
  78766. /**
  78767. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78768. * @hidden
  78769. */
  78770. _outputTexture: Nullable<InternalTexture>;
  78771. /**
  78772. * Sampling mode used by the shader
  78773. * See https://doc.babylonjs.com/classes/3.1/texture
  78774. */
  78775. renderTargetSamplingMode: number;
  78776. /**
  78777. * Clear color to use when screen clearing
  78778. */
  78779. clearColor: Color4;
  78780. /**
  78781. * If the buffer needs to be cleared before applying the post process. (default: true)
  78782. * Should be set to false if shader will overwrite all previous pixels.
  78783. */
  78784. autoClear: boolean;
  78785. /**
  78786. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78787. */
  78788. alphaMode: number;
  78789. /**
  78790. * Sets the setAlphaBlendConstants of the babylon engine
  78791. */
  78792. alphaConstants: Color4;
  78793. /**
  78794. * Animations to be used for the post processing
  78795. */
  78796. animations: Animation[];
  78797. /**
  78798. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78799. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78800. */
  78801. enablePixelPerfectMode: boolean;
  78802. /**
  78803. * Force the postprocess to be applied without taking in account viewport
  78804. */
  78805. forceFullscreenViewport: boolean;
  78806. /**
  78807. * List of inspectable custom properties (used by the Inspector)
  78808. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78809. */
  78810. inspectableCustomProperties: IInspectable[];
  78811. /**
  78812. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78813. *
  78814. * | Value | Type | Description |
  78815. * | ----- | ----------------------------------- | ----------- |
  78816. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78817. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78818. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78819. *
  78820. */
  78821. scaleMode: number;
  78822. /**
  78823. * Force textures to be a power of two (default: false)
  78824. */
  78825. alwaysForcePOT: boolean;
  78826. private _samples;
  78827. /**
  78828. * Number of sample textures (default: 1)
  78829. */
  78830. samples: number;
  78831. /**
  78832. * Modify the scale of the post process to be the same as the viewport (default: false)
  78833. */
  78834. adaptScaleToCurrentViewport: boolean;
  78835. private _camera;
  78836. private _scene;
  78837. private _engine;
  78838. private _options;
  78839. private _reusable;
  78840. private _textureType;
  78841. /**
  78842. * Smart array of input and output textures for the post process.
  78843. * @hidden
  78844. */
  78845. _textures: SmartArray<InternalTexture>;
  78846. /**
  78847. * The index in _textures that corresponds to the output texture.
  78848. * @hidden
  78849. */
  78850. _currentRenderTextureInd: number;
  78851. private _effect;
  78852. private _samplers;
  78853. private _fragmentUrl;
  78854. private _vertexUrl;
  78855. private _parameters;
  78856. private _scaleRatio;
  78857. protected _indexParameters: any;
  78858. private _shareOutputWithPostProcess;
  78859. private _texelSize;
  78860. private _forcedOutputTexture;
  78861. /**
  78862. * Returns the fragment url or shader name used in the post process.
  78863. * @returns the fragment url or name in the shader store.
  78864. */
  78865. getEffectName(): string;
  78866. /**
  78867. * An event triggered when the postprocess is activated.
  78868. */
  78869. onActivateObservable: Observable<Camera>;
  78870. private _onActivateObserver;
  78871. /**
  78872. * A function that is added to the onActivateObservable
  78873. */
  78874. onActivate: Nullable<(camera: Camera) => void>;
  78875. /**
  78876. * An event triggered when the postprocess changes its size.
  78877. */
  78878. onSizeChangedObservable: Observable<PostProcess>;
  78879. private _onSizeChangedObserver;
  78880. /**
  78881. * A function that is added to the onSizeChangedObservable
  78882. */
  78883. onSizeChanged: (postProcess: PostProcess) => void;
  78884. /**
  78885. * An event triggered when the postprocess applies its effect.
  78886. */
  78887. onApplyObservable: Observable<Effect>;
  78888. private _onApplyObserver;
  78889. /**
  78890. * A function that is added to the onApplyObservable
  78891. */
  78892. onApply: (effect: Effect) => void;
  78893. /**
  78894. * An event triggered before rendering the postprocess
  78895. */
  78896. onBeforeRenderObservable: Observable<Effect>;
  78897. private _onBeforeRenderObserver;
  78898. /**
  78899. * A function that is added to the onBeforeRenderObservable
  78900. */
  78901. onBeforeRender: (effect: Effect) => void;
  78902. /**
  78903. * An event triggered after rendering the postprocess
  78904. */
  78905. onAfterRenderObservable: Observable<Effect>;
  78906. private _onAfterRenderObserver;
  78907. /**
  78908. * A function that is added to the onAfterRenderObservable
  78909. */
  78910. onAfterRender: (efect: Effect) => void;
  78911. /**
  78912. * 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
  78913. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  78914. */
  78915. inputTexture: InternalTexture;
  78916. /**
  78917. * Gets the camera which post process is applied to.
  78918. * @returns The camera the post process is applied to.
  78919. */
  78920. getCamera(): Camera;
  78921. /**
  78922. * Gets the texel size of the postprocess.
  78923. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  78924. */
  78925. readonly texelSize: Vector2;
  78926. /**
  78927. * Creates a new instance PostProcess
  78928. * @param name The name of the PostProcess.
  78929. * @param fragmentUrl The url of the fragment shader to be used.
  78930. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  78931. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  78932. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78933. * @param camera The camera to apply the render pass to.
  78934. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78935. * @param engine The engine which the post process will be applied. (default: current engine)
  78936. * @param reusable If the post process can be reused on the same frame. (default: false)
  78937. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  78938. * @param textureType Type of textures used when performing the post process. (default: 0)
  78939. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  78940. * @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
  78941. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  78942. */
  78943. constructor(
  78944. /** Name of the PostProcess. */
  78945. 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);
  78946. /**
  78947. * Gets a string idenfifying the name of the class
  78948. * @returns "PostProcess" string
  78949. */
  78950. getClassName(): string;
  78951. /**
  78952. * Gets the engine which this post process belongs to.
  78953. * @returns The engine the post process was enabled with.
  78954. */
  78955. getEngine(): Engine;
  78956. /**
  78957. * The effect that is created when initializing the post process.
  78958. * @returns The created effect corresponding the the postprocess.
  78959. */
  78960. getEffect(): Effect;
  78961. /**
  78962. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  78963. * @param postProcess The post process to share the output with.
  78964. * @returns This post process.
  78965. */
  78966. shareOutputWith(postProcess: PostProcess): PostProcess;
  78967. /**
  78968. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  78969. * This should be called if the post process that shares output with this post process is disabled/disposed.
  78970. */
  78971. useOwnOutput(): void;
  78972. /**
  78973. * Updates the effect with the current post process compile time values and recompiles the shader.
  78974. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78975. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78976. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78977. * @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
  78978. * @param onCompiled Called when the shader has been compiled.
  78979. * @param onError Called if there is an error when compiling a shader.
  78980. */
  78981. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78982. /**
  78983. * The post process is reusable if it can be used multiple times within one frame.
  78984. * @returns If the post process is reusable
  78985. */
  78986. isReusable(): boolean;
  78987. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  78988. markTextureDirty(): void;
  78989. /**
  78990. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  78991. * 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.
  78992. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  78993. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  78994. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  78995. * @returns The target texture that was bound to be written to.
  78996. */
  78997. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  78998. /**
  78999. * If the post process is supported.
  79000. */
  79001. readonly isSupported: boolean;
  79002. /**
  79003. * The aspect ratio of the output texture.
  79004. */
  79005. readonly aspectRatio: number;
  79006. /**
  79007. * Get a value indicating if the post-process is ready to be used
  79008. * @returns true if the post-process is ready (shader is compiled)
  79009. */
  79010. isReady(): boolean;
  79011. /**
  79012. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79013. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79014. */
  79015. apply(): Nullable<Effect>;
  79016. private _disposeTextures;
  79017. /**
  79018. * Disposes the post process.
  79019. * @param camera The camera to dispose the post process on.
  79020. */
  79021. dispose(camera?: Camera): void;
  79022. }
  79023. }
  79024. declare module BABYLON {
  79025. /** @hidden */
  79026. export var kernelBlurVaryingDeclaration: {
  79027. name: string;
  79028. shader: string;
  79029. };
  79030. }
  79031. declare module BABYLON {
  79032. /** @hidden */
  79033. export var kernelBlurFragment: {
  79034. name: string;
  79035. shader: string;
  79036. };
  79037. }
  79038. declare module BABYLON {
  79039. /** @hidden */
  79040. export var kernelBlurFragment2: {
  79041. name: string;
  79042. shader: string;
  79043. };
  79044. }
  79045. declare module BABYLON {
  79046. /** @hidden */
  79047. export var kernelBlurPixelShader: {
  79048. name: string;
  79049. shader: string;
  79050. };
  79051. }
  79052. declare module BABYLON {
  79053. /** @hidden */
  79054. export var kernelBlurVertex: {
  79055. name: string;
  79056. shader: string;
  79057. };
  79058. }
  79059. declare module BABYLON {
  79060. /** @hidden */
  79061. export var kernelBlurVertexShader: {
  79062. name: string;
  79063. shader: string;
  79064. };
  79065. }
  79066. declare module BABYLON {
  79067. /**
  79068. * The Blur Post Process which blurs an image based on a kernel and direction.
  79069. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79070. */
  79071. export class BlurPostProcess extends PostProcess {
  79072. /** The direction in which to blur the image. */
  79073. direction: Vector2;
  79074. private blockCompilation;
  79075. protected _kernel: number;
  79076. protected _idealKernel: number;
  79077. protected _packedFloat: boolean;
  79078. private _staticDefines;
  79079. /**
  79080. * Sets the length in pixels of the blur sample region
  79081. */
  79082. /**
  79083. * Gets the length in pixels of the blur sample region
  79084. */
  79085. kernel: number;
  79086. /**
  79087. * Sets wether or not the blur needs to unpack/repack floats
  79088. */
  79089. /**
  79090. * Gets wether or not the blur is unpacking/repacking floats
  79091. */
  79092. packedFloat: boolean;
  79093. /**
  79094. * Creates a new instance BlurPostProcess
  79095. * @param name The name of the effect.
  79096. * @param direction The direction in which to blur the image.
  79097. * @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.
  79098. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79099. * @param camera The camera to apply the render pass to.
  79100. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79101. * @param engine The engine which the post process will be applied. (default: current engine)
  79102. * @param reusable If the post process can be reused on the same frame. (default: false)
  79103. * @param textureType Type of textures used when performing the post process. (default: 0)
  79104. * @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)
  79105. */
  79106. constructor(name: string,
  79107. /** The direction in which to blur the image. */
  79108. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79109. /**
  79110. * Updates the effect with the current post process compile time values and recompiles the shader.
  79111. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79112. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79113. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79114. * @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
  79115. * @param onCompiled Called when the shader has been compiled.
  79116. * @param onError Called if there is an error when compiling a shader.
  79117. */
  79118. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79119. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79120. /**
  79121. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79122. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79123. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79124. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79125. * The gaps between physical kernels are compensated for in the weighting of the samples
  79126. * @param idealKernel Ideal blur kernel.
  79127. * @return Nearest best kernel.
  79128. */
  79129. protected _nearestBestKernel(idealKernel: number): number;
  79130. /**
  79131. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79132. * @param x The point on the Gaussian distribution to sample.
  79133. * @return the value of the Gaussian function at x.
  79134. */
  79135. protected _gaussianWeight(x: number): number;
  79136. /**
  79137. * Generates a string that can be used as a floating point number in GLSL.
  79138. * @param x Value to print.
  79139. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79140. * @return GLSL float string.
  79141. */
  79142. protected _glslFloat(x: number, decimalFigures?: number): string;
  79143. }
  79144. }
  79145. declare module BABYLON {
  79146. /**
  79147. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79148. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79149. * You can then easily use it as a reflectionTexture on a flat surface.
  79150. * In case the surface is not a plane, please consider relying on reflection probes.
  79151. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79152. */
  79153. export class MirrorTexture extends RenderTargetTexture {
  79154. private scene;
  79155. /**
  79156. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79157. * 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.
  79158. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79159. */
  79160. mirrorPlane: Plane;
  79161. /**
  79162. * Define the blur ratio used to blur the reflection if needed.
  79163. */
  79164. blurRatio: number;
  79165. /**
  79166. * Define the adaptive blur kernel used to blur the reflection if needed.
  79167. * This will autocompute the closest best match for the `blurKernel`
  79168. */
  79169. adaptiveBlurKernel: number;
  79170. /**
  79171. * Define the blur kernel used to blur the reflection if needed.
  79172. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79173. */
  79174. blurKernel: number;
  79175. /**
  79176. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79177. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79178. */
  79179. blurKernelX: number;
  79180. /**
  79181. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79182. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79183. */
  79184. blurKernelY: number;
  79185. private _autoComputeBlurKernel;
  79186. protected _onRatioRescale(): void;
  79187. private _updateGammaSpace;
  79188. private _imageProcessingConfigChangeObserver;
  79189. private _transformMatrix;
  79190. private _mirrorMatrix;
  79191. private _savedViewMatrix;
  79192. private _blurX;
  79193. private _blurY;
  79194. private _adaptiveBlurKernel;
  79195. private _blurKernelX;
  79196. private _blurKernelY;
  79197. private _blurRatio;
  79198. /**
  79199. * Instantiates a Mirror Texture.
  79200. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79201. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79202. * You can then easily use it as a reflectionTexture on a flat surface.
  79203. * In case the surface is not a plane, please consider relying on reflection probes.
  79204. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79205. * @param name
  79206. * @param size
  79207. * @param scene
  79208. * @param generateMipMaps
  79209. * @param type
  79210. * @param samplingMode
  79211. * @param generateDepthBuffer
  79212. */
  79213. constructor(name: string, size: number | {
  79214. width: number;
  79215. height: number;
  79216. } | {
  79217. ratio: number;
  79218. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79219. private _preparePostProcesses;
  79220. /**
  79221. * Clone the mirror texture.
  79222. * @returns the cloned texture
  79223. */
  79224. clone(): MirrorTexture;
  79225. /**
  79226. * Serialize the texture to a JSON representation you could use in Parse later on
  79227. * @returns the serialized JSON representation
  79228. */
  79229. serialize(): any;
  79230. /**
  79231. * Dispose the texture and release its associated resources.
  79232. */
  79233. dispose(): void;
  79234. }
  79235. }
  79236. declare module BABYLON {
  79237. /**
  79238. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79239. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79240. */
  79241. export class Texture extends BaseTexture {
  79242. /** @hidden */
  79243. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79244. /** @hidden */
  79245. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79246. /** @hidden */
  79247. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79248. /** nearest is mag = nearest and min = nearest and mip = linear */
  79249. static readonly NEAREST_SAMPLINGMODE: number;
  79250. /** nearest is mag = nearest and min = nearest and mip = linear */
  79251. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79252. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79253. static readonly BILINEAR_SAMPLINGMODE: number;
  79254. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79255. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79256. /** Trilinear is mag = linear and min = linear and mip = linear */
  79257. static readonly TRILINEAR_SAMPLINGMODE: number;
  79258. /** Trilinear is mag = linear and min = linear and mip = linear */
  79259. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79260. /** mag = nearest and min = nearest and mip = nearest */
  79261. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79262. /** mag = nearest and min = linear and mip = nearest */
  79263. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79264. /** mag = nearest and min = linear and mip = linear */
  79265. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79266. /** mag = nearest and min = linear and mip = none */
  79267. static readonly NEAREST_LINEAR: number;
  79268. /** mag = nearest and min = nearest and mip = none */
  79269. static readonly NEAREST_NEAREST: number;
  79270. /** mag = linear and min = nearest and mip = nearest */
  79271. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79272. /** mag = linear and min = nearest and mip = linear */
  79273. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79274. /** mag = linear and min = linear and mip = none */
  79275. static readonly LINEAR_LINEAR: number;
  79276. /** mag = linear and min = nearest and mip = none */
  79277. static readonly LINEAR_NEAREST: number;
  79278. /** Explicit coordinates mode */
  79279. static readonly EXPLICIT_MODE: number;
  79280. /** Spherical coordinates mode */
  79281. static readonly SPHERICAL_MODE: number;
  79282. /** Planar coordinates mode */
  79283. static readonly PLANAR_MODE: number;
  79284. /** Cubic coordinates mode */
  79285. static readonly CUBIC_MODE: number;
  79286. /** Projection coordinates mode */
  79287. static readonly PROJECTION_MODE: number;
  79288. /** Inverse Cubic coordinates mode */
  79289. static readonly SKYBOX_MODE: number;
  79290. /** Inverse Cubic coordinates mode */
  79291. static readonly INVCUBIC_MODE: number;
  79292. /** Equirectangular coordinates mode */
  79293. static readonly EQUIRECTANGULAR_MODE: number;
  79294. /** Equirectangular Fixed coordinates mode */
  79295. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79296. /** Equirectangular Fixed Mirrored coordinates mode */
  79297. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79298. /** Texture is not repeating outside of 0..1 UVs */
  79299. static readonly CLAMP_ADDRESSMODE: number;
  79300. /** Texture is repeating outside of 0..1 UVs */
  79301. static readonly WRAP_ADDRESSMODE: number;
  79302. /** Texture is repeating and mirrored */
  79303. static readonly MIRROR_ADDRESSMODE: number;
  79304. /**
  79305. * 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
  79306. */
  79307. static UseSerializedUrlIfAny: boolean;
  79308. /**
  79309. * Define the url of the texture.
  79310. */
  79311. url: Nullable<string>;
  79312. /**
  79313. * Define an offset on the texture to offset the u coordinates of the UVs
  79314. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79315. */
  79316. uOffset: number;
  79317. /**
  79318. * Define an offset on the texture to offset the v coordinates of the UVs
  79319. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79320. */
  79321. vOffset: number;
  79322. /**
  79323. * Define an offset on the texture to scale the u coordinates of the UVs
  79324. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79325. */
  79326. uScale: number;
  79327. /**
  79328. * Define an offset on the texture to scale the v coordinates of the UVs
  79329. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79330. */
  79331. vScale: number;
  79332. /**
  79333. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79334. * @see http://doc.babylonjs.com/how_to/more_materials
  79335. */
  79336. uAng: number;
  79337. /**
  79338. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79339. * @see http://doc.babylonjs.com/how_to/more_materials
  79340. */
  79341. vAng: number;
  79342. /**
  79343. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79344. * @see http://doc.babylonjs.com/how_to/more_materials
  79345. */
  79346. wAng: number;
  79347. /**
  79348. * Defines the center of rotation (U)
  79349. */
  79350. uRotationCenter: number;
  79351. /**
  79352. * Defines the center of rotation (V)
  79353. */
  79354. vRotationCenter: number;
  79355. /**
  79356. * Defines the center of rotation (W)
  79357. */
  79358. wRotationCenter: number;
  79359. /**
  79360. * Are mip maps generated for this texture or not.
  79361. */
  79362. readonly noMipmap: boolean;
  79363. /**
  79364. * List of inspectable custom properties (used by the Inspector)
  79365. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79366. */
  79367. inspectableCustomProperties: Nullable<IInspectable[]>;
  79368. private _noMipmap;
  79369. /** @hidden */
  79370. _invertY: boolean;
  79371. private _rowGenerationMatrix;
  79372. private _cachedTextureMatrix;
  79373. private _projectionModeMatrix;
  79374. private _t0;
  79375. private _t1;
  79376. private _t2;
  79377. private _cachedUOffset;
  79378. private _cachedVOffset;
  79379. private _cachedUScale;
  79380. private _cachedVScale;
  79381. private _cachedUAng;
  79382. private _cachedVAng;
  79383. private _cachedWAng;
  79384. private _cachedProjectionMatrixId;
  79385. private _cachedCoordinatesMode;
  79386. /** @hidden */
  79387. protected _initialSamplingMode: number;
  79388. /** @hidden */
  79389. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79390. private _deleteBuffer;
  79391. protected _format: Nullable<number>;
  79392. private _delayedOnLoad;
  79393. private _delayedOnError;
  79394. /**
  79395. * Observable triggered once the texture has been loaded.
  79396. */
  79397. onLoadObservable: Observable<Texture>;
  79398. protected _isBlocking: boolean;
  79399. /**
  79400. * Is the texture preventing material to render while loading.
  79401. * If false, a default texture will be used instead of the loading one during the preparation step.
  79402. */
  79403. isBlocking: boolean;
  79404. /**
  79405. * Get the current sampling mode associated with the texture.
  79406. */
  79407. readonly samplingMode: number;
  79408. /**
  79409. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79410. */
  79411. readonly invertY: boolean;
  79412. /**
  79413. * Instantiates a new texture.
  79414. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79415. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79416. * @param url define the url of the picture to load as a texture
  79417. * @param scene define the scene or engine the texture will belong to
  79418. * @param noMipmap define if the texture will require mip maps or not
  79419. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79420. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79421. * @param onLoad define a callback triggered when the texture has been loaded
  79422. * @param onError define a callback triggered when an error occurred during the loading session
  79423. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79424. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79425. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79426. */
  79427. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  79428. /**
  79429. * Update the url (and optional buffer) of this texture if url was null during construction.
  79430. * @param url the url of the texture
  79431. * @param buffer the buffer of the texture (defaults to null)
  79432. * @param onLoad callback called when the texture is loaded (defaults to null)
  79433. */
  79434. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79435. /**
  79436. * Finish the loading sequence of a texture flagged as delayed load.
  79437. * @hidden
  79438. */
  79439. delayLoad(): void;
  79440. private _prepareRowForTextureGeneration;
  79441. /**
  79442. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79443. * @returns the transform matrix of the texture.
  79444. */
  79445. getTextureMatrix(): Matrix;
  79446. /**
  79447. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79448. * @returns The reflection texture transform
  79449. */
  79450. getReflectionTextureMatrix(): Matrix;
  79451. /**
  79452. * Clones the texture.
  79453. * @returns the cloned texture
  79454. */
  79455. clone(): Texture;
  79456. /**
  79457. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79458. * @returns The JSON representation of the texture
  79459. */
  79460. serialize(): any;
  79461. /**
  79462. * Get the current class name of the texture useful for serialization or dynamic coding.
  79463. * @returns "Texture"
  79464. */
  79465. getClassName(): string;
  79466. /**
  79467. * Dispose the texture and release its associated resources.
  79468. */
  79469. dispose(): void;
  79470. /**
  79471. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79472. * @param parsedTexture Define the JSON representation of the texture
  79473. * @param scene Define the scene the parsed texture should be instantiated in
  79474. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79475. * @returns The parsed texture if successful
  79476. */
  79477. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79478. /**
  79479. * Creates a texture from its base 64 representation.
  79480. * @param data Define the base64 payload without the data: prefix
  79481. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79482. * @param scene Define the scene the texture should belong to
  79483. * @param noMipmap Forces the texture to not create mip map information if true
  79484. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79485. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79486. * @param onLoad define a callback triggered when the texture has been loaded
  79487. * @param onError define a callback triggered when an error occurred during the loading session
  79488. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79489. * @returns the created texture
  79490. */
  79491. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79492. /**
  79493. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79494. * @param data Define the base64 payload without the data: prefix
  79495. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79496. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79497. * @param scene Define the scene the texture should belong to
  79498. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79499. * @param noMipmap Forces the texture to not create mip map information if true
  79500. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79501. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79502. * @param onLoad define a callback triggered when the texture has been loaded
  79503. * @param onError define a callback triggered when an error occurred during the loading session
  79504. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79505. * @returns the created texture
  79506. */
  79507. 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;
  79508. }
  79509. }
  79510. declare module BABYLON {
  79511. /**
  79512. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79513. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79514. */
  79515. export class PostProcessManager {
  79516. private _scene;
  79517. private _indexBuffer;
  79518. private _vertexBuffers;
  79519. /**
  79520. * Creates a new instance PostProcess
  79521. * @param scene The scene that the post process is associated with.
  79522. */
  79523. constructor(scene: Scene);
  79524. private _prepareBuffers;
  79525. private _buildIndexBuffer;
  79526. /**
  79527. * Rebuilds the vertex buffers of the manager.
  79528. * @hidden
  79529. */
  79530. _rebuild(): void;
  79531. /**
  79532. * Prepares a frame to be run through a post process.
  79533. * @param sourceTexture The input texture to the post procesess. (default: null)
  79534. * @param postProcesses An array of post processes to be run. (default: null)
  79535. * @returns True if the post processes were able to be run.
  79536. * @hidden
  79537. */
  79538. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79539. /**
  79540. * Manually render a set of post processes to a texture.
  79541. * @param postProcesses An array of post processes to be run.
  79542. * @param targetTexture The target texture to render to.
  79543. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79544. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79545. * @param lodLevel defines which lod of the texture to render to
  79546. */
  79547. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79548. /**
  79549. * Finalize the result of the output of the postprocesses.
  79550. * @param doNotPresent If true the result will not be displayed to the screen.
  79551. * @param targetTexture The target texture to render to.
  79552. * @param faceIndex The index of the face to bind the target texture to.
  79553. * @param postProcesses The array of post processes to render.
  79554. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79555. * @hidden
  79556. */
  79557. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79558. /**
  79559. * Disposes of the post process manager.
  79560. */
  79561. dispose(): void;
  79562. }
  79563. }
  79564. declare module BABYLON {
  79565. /** Interface used by value gradients (color, factor, ...) */
  79566. export interface IValueGradient {
  79567. /**
  79568. * Gets or sets the gradient value (between 0 and 1)
  79569. */
  79570. gradient: number;
  79571. }
  79572. /** Class used to store color4 gradient */
  79573. export class ColorGradient implements IValueGradient {
  79574. /**
  79575. * Gets or sets the gradient value (between 0 and 1)
  79576. */
  79577. gradient: number;
  79578. /**
  79579. * Gets or sets first associated color
  79580. */
  79581. color1: Color4;
  79582. /**
  79583. * Gets or sets second associated color
  79584. */
  79585. color2?: Color4;
  79586. /**
  79587. * Will get a color picked randomly between color1 and color2.
  79588. * If color2 is undefined then color1 will be used
  79589. * @param result defines the target Color4 to store the result in
  79590. */
  79591. getColorToRef(result: Color4): void;
  79592. }
  79593. /** Class used to store color 3 gradient */
  79594. export class Color3Gradient implements IValueGradient {
  79595. /**
  79596. * Gets or sets the gradient value (between 0 and 1)
  79597. */
  79598. gradient: number;
  79599. /**
  79600. * Gets or sets the associated color
  79601. */
  79602. color: Color3;
  79603. }
  79604. /** Class used to store factor gradient */
  79605. export class FactorGradient implements IValueGradient {
  79606. /**
  79607. * Gets or sets the gradient value (between 0 and 1)
  79608. */
  79609. gradient: number;
  79610. /**
  79611. * Gets or sets first associated factor
  79612. */
  79613. factor1: number;
  79614. /**
  79615. * Gets or sets second associated factor
  79616. */
  79617. factor2?: number;
  79618. /**
  79619. * Will get a number picked randomly between factor1 and factor2.
  79620. * If factor2 is undefined then factor1 will be used
  79621. * @returns the picked number
  79622. */
  79623. getFactor(): number;
  79624. }
  79625. /**
  79626. * Helper used to simplify some generic gradient tasks
  79627. */
  79628. export class GradientHelper {
  79629. /**
  79630. * Gets the current gradient from an array of IValueGradient
  79631. * @param ratio defines the current ratio to get
  79632. * @param gradients defines the array of IValueGradient
  79633. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79634. */
  79635. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79636. }
  79637. }
  79638. declare module BABYLON {
  79639. interface AbstractScene {
  79640. /**
  79641. * The list of procedural textures added to the scene
  79642. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79643. */
  79644. proceduralTextures: Array<ProceduralTexture>;
  79645. }
  79646. /**
  79647. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79648. * in a given scene.
  79649. */
  79650. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79651. /**
  79652. * The component name helpfull to identify the component in the list of scene components.
  79653. */
  79654. readonly name: string;
  79655. /**
  79656. * The scene the component belongs to.
  79657. */
  79658. scene: Scene;
  79659. /**
  79660. * Creates a new instance of the component for the given scene
  79661. * @param scene Defines the scene to register the component in
  79662. */
  79663. constructor(scene: Scene);
  79664. /**
  79665. * Registers the component in a given scene
  79666. */
  79667. register(): void;
  79668. /**
  79669. * Rebuilds the elements related to this component in case of
  79670. * context lost for instance.
  79671. */
  79672. rebuild(): void;
  79673. /**
  79674. * Disposes the component and the associated ressources.
  79675. */
  79676. dispose(): void;
  79677. private _beforeClear;
  79678. }
  79679. }
  79680. declare module BABYLON {
  79681. interface Engine {
  79682. /**
  79683. * Creates a new render target cube texture
  79684. * @param size defines the size of the texture
  79685. * @param options defines the options used to create the texture
  79686. * @returns a new render target cube texture stored in an InternalTexture
  79687. */
  79688. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79689. }
  79690. }
  79691. declare module BABYLON {
  79692. /** @hidden */
  79693. export var proceduralVertexShader: {
  79694. name: string;
  79695. shader: string;
  79696. };
  79697. }
  79698. declare module BABYLON {
  79699. /**
  79700. * 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.
  79701. * This is the base class of any Procedural texture and contains most of the shareable code.
  79702. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79703. */
  79704. export class ProceduralTexture extends Texture {
  79705. isCube: boolean;
  79706. /**
  79707. * Define if the texture is enabled or not (disabled texture will not render)
  79708. */
  79709. isEnabled: boolean;
  79710. /**
  79711. * Define if the texture must be cleared before rendering (default is true)
  79712. */
  79713. autoClear: boolean;
  79714. /**
  79715. * Callback called when the texture is generated
  79716. */
  79717. onGenerated: () => void;
  79718. /**
  79719. * Event raised when the texture is generated
  79720. */
  79721. onGeneratedObservable: Observable<ProceduralTexture>;
  79722. /** @hidden */
  79723. _generateMipMaps: boolean;
  79724. /** @hidden **/
  79725. _effect: Effect;
  79726. /** @hidden */
  79727. _textures: {
  79728. [key: string]: Texture;
  79729. };
  79730. private _size;
  79731. private _currentRefreshId;
  79732. private _refreshRate;
  79733. private _vertexBuffers;
  79734. private _indexBuffer;
  79735. private _uniforms;
  79736. private _samplers;
  79737. private _fragment;
  79738. private _floats;
  79739. private _ints;
  79740. private _floatsArrays;
  79741. private _colors3;
  79742. private _colors4;
  79743. private _vectors2;
  79744. private _vectors3;
  79745. private _matrices;
  79746. private _fallbackTexture;
  79747. private _fallbackTextureUsed;
  79748. private _engine;
  79749. private _cachedDefines;
  79750. private _contentUpdateId;
  79751. private _contentData;
  79752. /**
  79753. * Instantiates a new procedural texture.
  79754. * 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.
  79755. * This is the base class of any Procedural texture and contains most of the shareable code.
  79756. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79757. * @param name Define the name of the texture
  79758. * @param size Define the size of the texture to create
  79759. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79760. * @param scene Define the scene the texture belongs to
  79761. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79762. * @param generateMipMaps Define if the texture should creates mip maps or not
  79763. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79764. */
  79765. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79766. /**
  79767. * The effect that is created when initializing the post process.
  79768. * @returns The created effect corresponding the the postprocess.
  79769. */
  79770. getEffect(): Effect;
  79771. /**
  79772. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79773. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79774. */
  79775. getContent(): Nullable<ArrayBufferView>;
  79776. private _createIndexBuffer;
  79777. /** @hidden */
  79778. _rebuild(): void;
  79779. /**
  79780. * Resets the texture in order to recreate its associated resources.
  79781. * This can be called in case of context loss
  79782. */
  79783. reset(): void;
  79784. protected _getDefines(): string;
  79785. /**
  79786. * Is the texture ready to be used ? (rendered at least once)
  79787. * @returns true if ready, otherwise, false.
  79788. */
  79789. isReady(): boolean;
  79790. /**
  79791. * Resets the refresh counter of the texture and start bak from scratch.
  79792. * Could be useful to regenerate the texture if it is setup to render only once.
  79793. */
  79794. resetRefreshCounter(): void;
  79795. /**
  79796. * Set the fragment shader to use in order to render the texture.
  79797. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79798. */
  79799. setFragment(fragment: any): void;
  79800. /**
  79801. * Define the refresh rate of the texture or the rendering frequency.
  79802. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79803. */
  79804. refreshRate: number;
  79805. /** @hidden */
  79806. _shouldRender(): boolean;
  79807. /**
  79808. * Get the size the texture is rendering at.
  79809. * @returns the size (texture is always squared)
  79810. */
  79811. getRenderSize(): number;
  79812. /**
  79813. * Resize the texture to new value.
  79814. * @param size Define the new size the texture should have
  79815. * @param generateMipMaps Define whether the new texture should create mip maps
  79816. */
  79817. resize(size: number, generateMipMaps: boolean): void;
  79818. private _checkUniform;
  79819. /**
  79820. * Set a texture in the shader program used to render.
  79821. * @param name Define the name of the uniform samplers as defined in the shader
  79822. * @param texture Define the texture to bind to this sampler
  79823. * @return the texture itself allowing "fluent" like uniform updates
  79824. */
  79825. setTexture(name: string, texture: Texture): ProceduralTexture;
  79826. /**
  79827. * Set a float in the shader.
  79828. * @param name Define the name of the uniform as defined in the shader
  79829. * @param value Define the value to give to the uniform
  79830. * @return the texture itself allowing "fluent" like uniform updates
  79831. */
  79832. setFloat(name: string, value: number): ProceduralTexture;
  79833. /**
  79834. * Set a int in the shader.
  79835. * @param name Define the name of the uniform as defined in the shader
  79836. * @param value Define the value to give to the uniform
  79837. * @return the texture itself allowing "fluent" like uniform updates
  79838. */
  79839. setInt(name: string, value: number): ProceduralTexture;
  79840. /**
  79841. * Set an array of floats in the shader.
  79842. * @param name Define the name of the uniform as defined in the shader
  79843. * @param value Define the value to give to the uniform
  79844. * @return the texture itself allowing "fluent" like uniform updates
  79845. */
  79846. setFloats(name: string, value: number[]): ProceduralTexture;
  79847. /**
  79848. * Set a vec3 in the shader from a Color3.
  79849. * @param name Define the name of the uniform as defined in the shader
  79850. * @param value Define the value to give to the uniform
  79851. * @return the texture itself allowing "fluent" like uniform updates
  79852. */
  79853. setColor3(name: string, value: Color3): ProceduralTexture;
  79854. /**
  79855. * Set a vec4 in the shader from a Color4.
  79856. * @param name Define the name of the uniform as defined in the shader
  79857. * @param value Define the value to give to the uniform
  79858. * @return the texture itself allowing "fluent" like uniform updates
  79859. */
  79860. setColor4(name: string, value: Color4): ProceduralTexture;
  79861. /**
  79862. * Set a vec2 in the shader from a Vector2.
  79863. * @param name Define the name of the uniform as defined in the shader
  79864. * @param value Define the value to give to the uniform
  79865. * @return the texture itself allowing "fluent" like uniform updates
  79866. */
  79867. setVector2(name: string, value: Vector2): ProceduralTexture;
  79868. /**
  79869. * Set a vec3 in the shader from a Vector3.
  79870. * @param name Define the name of the uniform as defined in the shader
  79871. * @param value Define the value to give to the uniform
  79872. * @return the texture itself allowing "fluent" like uniform updates
  79873. */
  79874. setVector3(name: string, value: Vector3): ProceduralTexture;
  79875. /**
  79876. * Set a mat4 in the shader from a MAtrix.
  79877. * @param name Define the name of the uniform as defined in the shader
  79878. * @param value Define the value to give to the uniform
  79879. * @return the texture itself allowing "fluent" like uniform updates
  79880. */
  79881. setMatrix(name: string, value: Matrix): ProceduralTexture;
  79882. /**
  79883. * Render the texture to its associated render target.
  79884. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  79885. */
  79886. render(useCameraPostProcess?: boolean): void;
  79887. /**
  79888. * Clone the texture.
  79889. * @returns the cloned texture
  79890. */
  79891. clone(): ProceduralTexture;
  79892. /**
  79893. * Dispose the texture and release its asoociated resources.
  79894. */
  79895. dispose(): void;
  79896. }
  79897. }
  79898. declare module BABYLON {
  79899. /**
  79900. * This represents the base class for particle system in Babylon.
  79901. * 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.
  79902. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79903. * @example https://doc.babylonjs.com/babylon101/particles
  79904. */
  79905. export class BaseParticleSystem {
  79906. /**
  79907. * Source color is added to the destination color without alpha affecting the result
  79908. */
  79909. static BLENDMODE_ONEONE: number;
  79910. /**
  79911. * Blend current color and particle color using particle’s alpha
  79912. */
  79913. static BLENDMODE_STANDARD: number;
  79914. /**
  79915. * Add current color and particle color multiplied by particle’s alpha
  79916. */
  79917. static BLENDMODE_ADD: number;
  79918. /**
  79919. * Multiply current color with particle color
  79920. */
  79921. static BLENDMODE_MULTIPLY: number;
  79922. /**
  79923. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  79924. */
  79925. static BLENDMODE_MULTIPLYADD: number;
  79926. /**
  79927. * List of animations used by the particle system.
  79928. */
  79929. animations: Animation[];
  79930. /**
  79931. * The id of the Particle system.
  79932. */
  79933. id: string;
  79934. /**
  79935. * The friendly name of the Particle system.
  79936. */
  79937. name: string;
  79938. /**
  79939. * The rendering group used by the Particle system to chose when to render.
  79940. */
  79941. renderingGroupId: number;
  79942. /**
  79943. * The emitter represents the Mesh or position we are attaching the particle system to.
  79944. */
  79945. emitter: Nullable<AbstractMesh | Vector3>;
  79946. /**
  79947. * The maximum number of particles to emit per frame
  79948. */
  79949. emitRate: number;
  79950. /**
  79951. * If you want to launch only a few particles at once, that can be done, as well.
  79952. */
  79953. manualEmitCount: number;
  79954. /**
  79955. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  79956. */
  79957. updateSpeed: number;
  79958. /**
  79959. * The amount of time the particle system is running (depends of the overall update speed).
  79960. */
  79961. targetStopDuration: number;
  79962. /**
  79963. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  79964. */
  79965. disposeOnStop: boolean;
  79966. /**
  79967. * Minimum power of emitting particles.
  79968. */
  79969. minEmitPower: number;
  79970. /**
  79971. * Maximum power of emitting particles.
  79972. */
  79973. maxEmitPower: number;
  79974. /**
  79975. * Minimum life time of emitting particles.
  79976. */
  79977. minLifeTime: number;
  79978. /**
  79979. * Maximum life time of emitting particles.
  79980. */
  79981. maxLifeTime: number;
  79982. /**
  79983. * Minimum Size of emitting particles.
  79984. */
  79985. minSize: number;
  79986. /**
  79987. * Maximum Size of emitting particles.
  79988. */
  79989. maxSize: number;
  79990. /**
  79991. * Minimum scale of emitting particles on X axis.
  79992. */
  79993. minScaleX: number;
  79994. /**
  79995. * Maximum scale of emitting particles on X axis.
  79996. */
  79997. maxScaleX: number;
  79998. /**
  79999. * Minimum scale of emitting particles on Y axis.
  80000. */
  80001. minScaleY: number;
  80002. /**
  80003. * Maximum scale of emitting particles on Y axis.
  80004. */
  80005. maxScaleY: number;
  80006. /**
  80007. * Gets or sets the minimal initial rotation in radians.
  80008. */
  80009. minInitialRotation: number;
  80010. /**
  80011. * Gets or sets the maximal initial rotation in radians.
  80012. */
  80013. maxInitialRotation: number;
  80014. /**
  80015. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80016. */
  80017. minAngularSpeed: number;
  80018. /**
  80019. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80020. */
  80021. maxAngularSpeed: number;
  80022. /**
  80023. * The texture used to render each particle. (this can be a spritesheet)
  80024. */
  80025. particleTexture: Nullable<Texture>;
  80026. /**
  80027. * The layer mask we are rendering the particles through.
  80028. */
  80029. layerMask: number;
  80030. /**
  80031. * This can help using your own shader to render the particle system.
  80032. * The according effect will be created
  80033. */
  80034. customShader: any;
  80035. /**
  80036. * By default particle system starts as soon as they are created. This prevents the
  80037. * automatic start to happen and let you decide when to start emitting particles.
  80038. */
  80039. preventAutoStart: boolean;
  80040. private _noiseTexture;
  80041. /**
  80042. * Gets or sets a texture used to add random noise to particle positions
  80043. */
  80044. noiseTexture: Nullable<ProceduralTexture>;
  80045. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80046. noiseStrength: Vector3;
  80047. /**
  80048. * Callback triggered when the particle animation is ending.
  80049. */
  80050. onAnimationEnd: Nullable<() => void>;
  80051. /**
  80052. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80053. */
  80054. blendMode: number;
  80055. /**
  80056. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80057. * to override the particles.
  80058. */
  80059. forceDepthWrite: boolean;
  80060. /** 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 */
  80061. preWarmCycles: number;
  80062. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80063. preWarmStepOffset: number;
  80064. /**
  80065. * 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)
  80066. */
  80067. spriteCellChangeSpeed: number;
  80068. /**
  80069. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80070. */
  80071. startSpriteCellID: number;
  80072. /**
  80073. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80074. */
  80075. endSpriteCellID: number;
  80076. /**
  80077. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80078. */
  80079. spriteCellWidth: number;
  80080. /**
  80081. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80082. */
  80083. spriteCellHeight: number;
  80084. /**
  80085. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80086. */
  80087. spriteRandomStartCell: boolean;
  80088. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80089. translationPivot: Vector2;
  80090. /** @hidden */
  80091. protected _isAnimationSheetEnabled: boolean;
  80092. /**
  80093. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80094. */
  80095. beginAnimationOnStart: boolean;
  80096. /**
  80097. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80098. */
  80099. beginAnimationFrom: number;
  80100. /**
  80101. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80102. */
  80103. beginAnimationTo: number;
  80104. /**
  80105. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80106. */
  80107. beginAnimationLoop: boolean;
  80108. /**
  80109. * Gets or sets a world offset applied to all particles
  80110. */
  80111. worldOffset: Vector3;
  80112. /**
  80113. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80114. */
  80115. isAnimationSheetEnabled: boolean;
  80116. /**
  80117. * Get hosting scene
  80118. * @returns the scene
  80119. */
  80120. getScene(): Scene;
  80121. /**
  80122. * You can use gravity if you want to give an orientation to your particles.
  80123. */
  80124. gravity: Vector3;
  80125. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80126. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80127. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80128. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80129. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80130. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80131. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80132. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80133. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80134. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80135. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80136. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80137. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80138. /**
  80139. * Defines the delay in milliseconds before starting the system (0 by default)
  80140. */
  80141. startDelay: number;
  80142. /**
  80143. * Gets the current list of drag gradients.
  80144. * You must use addDragGradient and removeDragGradient to udpate this list
  80145. * @returns the list of drag gradients
  80146. */
  80147. getDragGradients(): Nullable<Array<FactorGradient>>;
  80148. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80149. limitVelocityDamping: number;
  80150. /**
  80151. * Gets the current list of limit velocity gradients.
  80152. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80153. * @returns the list of limit velocity gradients
  80154. */
  80155. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80156. /**
  80157. * Gets the current list of color gradients.
  80158. * You must use addColorGradient and removeColorGradient to udpate this list
  80159. * @returns the list of color gradients
  80160. */
  80161. getColorGradients(): Nullable<Array<ColorGradient>>;
  80162. /**
  80163. * Gets the current list of size gradients.
  80164. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80165. * @returns the list of size gradients
  80166. */
  80167. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80168. /**
  80169. * Gets the current list of color remap gradients.
  80170. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80171. * @returns the list of color remap gradients
  80172. */
  80173. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80174. /**
  80175. * Gets the current list of alpha remap gradients.
  80176. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80177. * @returns the list of alpha remap gradients
  80178. */
  80179. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80180. /**
  80181. * Gets the current list of life time gradients.
  80182. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80183. * @returns the list of life time gradients
  80184. */
  80185. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80186. /**
  80187. * Gets the current list of angular speed gradients.
  80188. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80189. * @returns the list of angular speed gradients
  80190. */
  80191. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80192. /**
  80193. * Gets the current list of velocity gradients.
  80194. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80195. * @returns the list of velocity gradients
  80196. */
  80197. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80198. /**
  80199. * Gets the current list of start size gradients.
  80200. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80201. * @returns the list of start size gradients
  80202. */
  80203. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80204. /**
  80205. * Gets the current list of emit rate gradients.
  80206. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80207. * @returns the list of emit rate gradients
  80208. */
  80209. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80210. /**
  80211. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80212. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80213. */
  80214. direction1: Vector3;
  80215. /**
  80216. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80217. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80218. */
  80219. direction2: Vector3;
  80220. /**
  80221. * 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.
  80222. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80223. */
  80224. minEmitBox: Vector3;
  80225. /**
  80226. * 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.
  80227. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80228. */
  80229. maxEmitBox: Vector3;
  80230. /**
  80231. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80232. */
  80233. color1: Color4;
  80234. /**
  80235. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80236. */
  80237. color2: Color4;
  80238. /**
  80239. * Color the particle will have at the end of its lifetime
  80240. */
  80241. colorDead: Color4;
  80242. /**
  80243. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80244. */
  80245. textureMask: Color4;
  80246. /**
  80247. * The particle emitter type defines the emitter used by the particle system.
  80248. * It can be for example box, sphere, or cone...
  80249. */
  80250. particleEmitterType: IParticleEmitterType;
  80251. /** @hidden */
  80252. _isSubEmitter: boolean;
  80253. /**
  80254. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80255. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80256. */
  80257. billboardMode: number;
  80258. protected _isBillboardBased: boolean;
  80259. /**
  80260. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80261. */
  80262. isBillboardBased: boolean;
  80263. /**
  80264. * The scene the particle system belongs to.
  80265. */
  80266. protected _scene: Scene;
  80267. /**
  80268. * Local cache of defines for image processing.
  80269. */
  80270. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80271. /**
  80272. * Default configuration related to image processing available in the standard Material.
  80273. */
  80274. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80275. /**
  80276. * Gets the image processing configuration used either in this material.
  80277. */
  80278. /**
  80279. * Sets the Default image processing configuration used either in the this material.
  80280. *
  80281. * If sets to null, the scene one is in use.
  80282. */
  80283. imageProcessingConfiguration: ImageProcessingConfiguration;
  80284. /**
  80285. * Attaches a new image processing configuration to the Standard Material.
  80286. * @param configuration
  80287. */
  80288. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80289. /** @hidden */
  80290. protected _reset(): void;
  80291. /** @hidden */
  80292. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80293. /**
  80294. * Instantiates a particle system.
  80295. * 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.
  80296. * @param name The name of the particle system
  80297. */
  80298. constructor(name: string);
  80299. /**
  80300. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80301. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80302. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80303. * @returns the emitter
  80304. */
  80305. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80306. /**
  80307. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80308. * @param radius The radius of the hemisphere to emit from
  80309. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80310. * @returns the emitter
  80311. */
  80312. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80313. /**
  80314. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80315. * @param radius The radius of the sphere to emit from
  80316. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80317. * @returns the emitter
  80318. */
  80319. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80320. /**
  80321. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80322. * @param radius The radius of the sphere to emit from
  80323. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80324. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80325. * @returns the emitter
  80326. */
  80327. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80328. /**
  80329. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80330. * @param radius The radius of the emission cylinder
  80331. * @param height The height of the emission cylinder
  80332. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80333. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80334. * @returns the emitter
  80335. */
  80336. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80337. /**
  80338. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80339. * @param radius The radius of the cylinder to emit from
  80340. * @param height The height of the emission cylinder
  80341. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80342. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80343. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80344. * @returns the emitter
  80345. */
  80346. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80347. /**
  80348. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80349. * @param radius The radius of the cone to emit from
  80350. * @param angle The base angle of the cone
  80351. * @returns the emitter
  80352. */
  80353. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80354. /**
  80355. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80356. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80357. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80358. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80359. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80360. * @returns the emitter
  80361. */
  80362. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80363. }
  80364. }
  80365. declare module BABYLON {
  80366. /**
  80367. * Type of sub emitter
  80368. */
  80369. export enum SubEmitterType {
  80370. /**
  80371. * Attached to the particle over it's lifetime
  80372. */
  80373. ATTACHED = 0,
  80374. /**
  80375. * Created when the particle dies
  80376. */
  80377. END = 1
  80378. }
  80379. /**
  80380. * Sub emitter class used to emit particles from an existing particle
  80381. */
  80382. export class SubEmitter {
  80383. /**
  80384. * the particle system to be used by the sub emitter
  80385. */
  80386. particleSystem: ParticleSystem;
  80387. /**
  80388. * Type of the submitter (Default: END)
  80389. */
  80390. type: SubEmitterType;
  80391. /**
  80392. * 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)
  80393. * Note: This only is supported when using an emitter of type Mesh
  80394. */
  80395. inheritDirection: boolean;
  80396. /**
  80397. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80398. */
  80399. inheritedVelocityAmount: number;
  80400. /**
  80401. * Creates a sub emitter
  80402. * @param particleSystem the particle system to be used by the sub emitter
  80403. */
  80404. constructor(
  80405. /**
  80406. * the particle system to be used by the sub emitter
  80407. */
  80408. particleSystem: ParticleSystem);
  80409. /**
  80410. * Clones the sub emitter
  80411. * @returns the cloned sub emitter
  80412. */
  80413. clone(): SubEmitter;
  80414. /**
  80415. * Serialize current object to a JSON object
  80416. * @returns the serialized object
  80417. */
  80418. serialize(): any;
  80419. /** @hidden */
  80420. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80421. /**
  80422. * Creates a new SubEmitter from a serialized JSON version
  80423. * @param serializationObject defines the JSON object to read from
  80424. * @param scene defines the hosting scene
  80425. * @param rootUrl defines the rootUrl for data loading
  80426. * @returns a new SubEmitter
  80427. */
  80428. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80429. /** Release associated resources */
  80430. dispose(): void;
  80431. }
  80432. }
  80433. declare module BABYLON {
  80434. /** @hidden */
  80435. export var clipPlaneFragmentDeclaration: {
  80436. name: string;
  80437. shader: string;
  80438. };
  80439. }
  80440. declare module BABYLON {
  80441. /** @hidden */
  80442. export var imageProcessingDeclaration: {
  80443. name: string;
  80444. shader: string;
  80445. };
  80446. }
  80447. declare module BABYLON {
  80448. /** @hidden */
  80449. export var imageProcessingFunctions: {
  80450. name: string;
  80451. shader: string;
  80452. };
  80453. }
  80454. declare module BABYLON {
  80455. /** @hidden */
  80456. export var clipPlaneFragment: {
  80457. name: string;
  80458. shader: string;
  80459. };
  80460. }
  80461. declare module BABYLON {
  80462. /** @hidden */
  80463. export var particlesPixelShader: {
  80464. name: string;
  80465. shader: string;
  80466. };
  80467. }
  80468. declare module BABYLON {
  80469. /** @hidden */
  80470. export var clipPlaneVertexDeclaration: {
  80471. name: string;
  80472. shader: string;
  80473. };
  80474. }
  80475. declare module BABYLON {
  80476. /** @hidden */
  80477. export var clipPlaneVertex: {
  80478. name: string;
  80479. shader: string;
  80480. };
  80481. }
  80482. declare module BABYLON {
  80483. /** @hidden */
  80484. export var particlesVertexShader: {
  80485. name: string;
  80486. shader: string;
  80487. };
  80488. }
  80489. declare module BABYLON {
  80490. /**
  80491. * This represents a particle system in Babylon.
  80492. * 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.
  80493. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80494. * @example https://doc.babylonjs.com/babylon101/particles
  80495. */
  80496. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80497. /**
  80498. * Billboard mode will only apply to Y axis
  80499. */
  80500. static readonly BILLBOARDMODE_Y: number;
  80501. /**
  80502. * Billboard mode will apply to all axes
  80503. */
  80504. static readonly BILLBOARDMODE_ALL: number;
  80505. /**
  80506. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80507. */
  80508. static readonly BILLBOARDMODE_STRETCHED: number;
  80509. /**
  80510. * This function can be defined to provide custom update for active particles.
  80511. * This function will be called instead of regular update (age, position, color, etc.).
  80512. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80513. */
  80514. updateFunction: (particles: Particle[]) => void;
  80515. private _emitterWorldMatrix;
  80516. /**
  80517. * This function can be defined to specify initial direction for every new particle.
  80518. * It by default use the emitterType defined function
  80519. */
  80520. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80521. /**
  80522. * This function can be defined to specify initial position for every new particle.
  80523. * It by default use the emitterType defined function
  80524. */
  80525. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80526. /**
  80527. * @hidden
  80528. */
  80529. _inheritedVelocityOffset: Vector3;
  80530. /**
  80531. * An event triggered when the system is disposed
  80532. */
  80533. onDisposeObservable: Observable<ParticleSystem>;
  80534. private _onDisposeObserver;
  80535. /**
  80536. * Sets a callback that will be triggered when the system is disposed
  80537. */
  80538. onDispose: () => void;
  80539. private _particles;
  80540. private _epsilon;
  80541. private _capacity;
  80542. private _stockParticles;
  80543. private _newPartsExcess;
  80544. private _vertexData;
  80545. private _vertexBuffer;
  80546. private _vertexBuffers;
  80547. private _spriteBuffer;
  80548. private _indexBuffer;
  80549. private _effect;
  80550. private _customEffect;
  80551. private _cachedDefines;
  80552. private _scaledColorStep;
  80553. private _colorDiff;
  80554. private _scaledDirection;
  80555. private _scaledGravity;
  80556. private _currentRenderId;
  80557. private _alive;
  80558. private _useInstancing;
  80559. private _started;
  80560. private _stopped;
  80561. private _actualFrame;
  80562. private _scaledUpdateSpeed;
  80563. private _vertexBufferSize;
  80564. /** @hidden */
  80565. _currentEmitRateGradient: Nullable<FactorGradient>;
  80566. /** @hidden */
  80567. _currentEmitRate1: number;
  80568. /** @hidden */
  80569. _currentEmitRate2: number;
  80570. /** @hidden */
  80571. _currentStartSizeGradient: Nullable<FactorGradient>;
  80572. /** @hidden */
  80573. _currentStartSize1: number;
  80574. /** @hidden */
  80575. _currentStartSize2: number;
  80576. private readonly _rawTextureWidth;
  80577. private _rampGradientsTexture;
  80578. private _useRampGradients;
  80579. /** Gets or sets a boolean indicating that ramp gradients must be used
  80580. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80581. */
  80582. useRampGradients: boolean;
  80583. /**
  80584. * 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.
  80585. * 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: [])
  80586. */
  80587. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80588. private _subEmitters;
  80589. /**
  80590. * @hidden
  80591. * If the particle systems emitter should be disposed when the particle system is disposed
  80592. */
  80593. _disposeEmitterOnDispose: boolean;
  80594. /**
  80595. * The current active Sub-systems, this property is used by the root particle system only.
  80596. */
  80597. activeSubSystems: Array<ParticleSystem>;
  80598. private _rootParticleSystem;
  80599. /**
  80600. * Gets the current list of active particles
  80601. */
  80602. readonly particles: Particle[];
  80603. /**
  80604. * Returns the string "ParticleSystem"
  80605. * @returns a string containing the class name
  80606. */
  80607. getClassName(): string;
  80608. /**
  80609. * Instantiates a particle system.
  80610. * 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.
  80611. * @param name The name of the particle system
  80612. * @param capacity The max number of particles alive at the same time
  80613. * @param scene The scene the particle system belongs to
  80614. * @param customEffect a custom effect used to change the way particles are rendered by default
  80615. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80616. * @param epsilon Offset used to render the particles
  80617. */
  80618. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80619. private _addFactorGradient;
  80620. private _removeFactorGradient;
  80621. /**
  80622. * Adds a new life time gradient
  80623. * @param gradient defines the gradient to use (between 0 and 1)
  80624. * @param factor defines the life time factor to affect to the specified gradient
  80625. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80626. * @returns the current particle system
  80627. */
  80628. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80629. /**
  80630. * Remove a specific life time gradient
  80631. * @param gradient defines the gradient to remove
  80632. * @returns the current particle system
  80633. */
  80634. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80635. /**
  80636. * Adds a new size gradient
  80637. * @param gradient defines the gradient to use (between 0 and 1)
  80638. * @param factor defines the size factor to affect to the specified gradient
  80639. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80640. * @returns the current particle system
  80641. */
  80642. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80643. /**
  80644. * Remove a specific size gradient
  80645. * @param gradient defines the gradient to remove
  80646. * @returns the current particle system
  80647. */
  80648. removeSizeGradient(gradient: number): IParticleSystem;
  80649. /**
  80650. * Adds a new color remap gradient
  80651. * @param gradient defines the gradient to use (between 0 and 1)
  80652. * @param min defines the color remap minimal range
  80653. * @param max defines the color remap maximal range
  80654. * @returns the current particle system
  80655. */
  80656. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80657. /**
  80658. * Remove a specific color remap gradient
  80659. * @param gradient defines the gradient to remove
  80660. * @returns the current particle system
  80661. */
  80662. removeColorRemapGradient(gradient: number): IParticleSystem;
  80663. /**
  80664. * Adds a new alpha remap gradient
  80665. * @param gradient defines the gradient to use (between 0 and 1)
  80666. * @param min defines the alpha remap minimal range
  80667. * @param max defines the alpha remap maximal range
  80668. * @returns the current particle system
  80669. */
  80670. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80671. /**
  80672. * Remove a specific alpha remap gradient
  80673. * @param gradient defines the gradient to remove
  80674. * @returns the current particle system
  80675. */
  80676. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80677. /**
  80678. * Adds a new angular speed gradient
  80679. * @param gradient defines the gradient to use (between 0 and 1)
  80680. * @param factor defines the angular speed to affect to the specified gradient
  80681. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80682. * @returns the current particle system
  80683. */
  80684. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80685. /**
  80686. * Remove a specific angular speed gradient
  80687. * @param gradient defines the gradient to remove
  80688. * @returns the current particle system
  80689. */
  80690. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80691. /**
  80692. * Adds a new velocity gradient
  80693. * @param gradient defines the gradient to use (between 0 and 1)
  80694. * @param factor defines the velocity to affect to the specified gradient
  80695. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80696. * @returns the current particle system
  80697. */
  80698. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80699. /**
  80700. * Remove a specific velocity gradient
  80701. * @param gradient defines the gradient to remove
  80702. * @returns the current particle system
  80703. */
  80704. removeVelocityGradient(gradient: number): IParticleSystem;
  80705. /**
  80706. * Adds a new limit velocity gradient
  80707. * @param gradient defines the gradient to use (between 0 and 1)
  80708. * @param factor defines the limit velocity value to affect to the specified gradient
  80709. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80710. * @returns the current particle system
  80711. */
  80712. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80713. /**
  80714. * Remove a specific limit velocity gradient
  80715. * @param gradient defines the gradient to remove
  80716. * @returns the current particle system
  80717. */
  80718. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80719. /**
  80720. * Adds a new drag gradient
  80721. * @param gradient defines the gradient to use (between 0 and 1)
  80722. * @param factor defines the drag value to affect to the specified gradient
  80723. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80724. * @returns the current particle system
  80725. */
  80726. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80727. /**
  80728. * Remove a specific drag gradient
  80729. * @param gradient defines the gradient to remove
  80730. * @returns the current particle system
  80731. */
  80732. removeDragGradient(gradient: number): IParticleSystem;
  80733. /**
  80734. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80735. * @param gradient defines the gradient to use (between 0 and 1)
  80736. * @param factor defines the emit rate value to affect to the specified gradient
  80737. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80738. * @returns the current particle system
  80739. */
  80740. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80741. /**
  80742. * Remove a specific emit rate gradient
  80743. * @param gradient defines the gradient to remove
  80744. * @returns the current particle system
  80745. */
  80746. removeEmitRateGradient(gradient: number): IParticleSystem;
  80747. /**
  80748. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80749. * @param gradient defines the gradient to use (between 0 and 1)
  80750. * @param factor defines the start size value to affect to the specified gradient
  80751. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80752. * @returns the current particle system
  80753. */
  80754. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80755. /**
  80756. * Remove a specific start size gradient
  80757. * @param gradient defines the gradient to remove
  80758. * @returns the current particle system
  80759. */
  80760. removeStartSizeGradient(gradient: number): IParticleSystem;
  80761. private _createRampGradientTexture;
  80762. /**
  80763. * Gets the current list of ramp gradients.
  80764. * You must use addRampGradient and removeRampGradient to udpate this list
  80765. * @returns the list of ramp gradients
  80766. */
  80767. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80768. /**
  80769. * Adds a new ramp gradient used to remap particle colors
  80770. * @param gradient defines the gradient to use (between 0 and 1)
  80771. * @param color defines the color to affect to the specified gradient
  80772. * @returns the current particle system
  80773. */
  80774. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80775. /**
  80776. * Remove a specific ramp gradient
  80777. * @param gradient defines the gradient to remove
  80778. * @returns the current particle system
  80779. */
  80780. removeRampGradient(gradient: number): ParticleSystem;
  80781. /**
  80782. * Adds a new color gradient
  80783. * @param gradient defines the gradient to use (between 0 and 1)
  80784. * @param color1 defines the color to affect to the specified gradient
  80785. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80786. * @returns this particle system
  80787. */
  80788. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80789. /**
  80790. * Remove a specific color gradient
  80791. * @param gradient defines the gradient to remove
  80792. * @returns this particle system
  80793. */
  80794. removeColorGradient(gradient: number): IParticleSystem;
  80795. private _fetchR;
  80796. protected _reset(): void;
  80797. private _resetEffect;
  80798. private _createVertexBuffers;
  80799. private _createIndexBuffer;
  80800. /**
  80801. * Gets the maximum number of particles active at the same time.
  80802. * @returns The max number of active particles.
  80803. */
  80804. getCapacity(): number;
  80805. /**
  80806. * Gets whether there are still active particles in the system.
  80807. * @returns True if it is alive, otherwise false.
  80808. */
  80809. isAlive(): boolean;
  80810. /**
  80811. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80812. * @returns True if it has been started, otherwise false.
  80813. */
  80814. isStarted(): boolean;
  80815. private _prepareSubEmitterInternalArray;
  80816. /**
  80817. * Starts the particle system and begins to emit
  80818. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80819. */
  80820. start(delay?: number): void;
  80821. /**
  80822. * Stops the particle system.
  80823. * @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.
  80824. */
  80825. stop(stopSubEmitters?: boolean): void;
  80826. /**
  80827. * Remove all active particles
  80828. */
  80829. reset(): void;
  80830. /**
  80831. * @hidden (for internal use only)
  80832. */
  80833. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80834. /**
  80835. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80836. * Its lifetime will start back at 0.
  80837. */
  80838. recycleParticle: (particle: Particle) => void;
  80839. private _stopSubEmitters;
  80840. private _createParticle;
  80841. private _removeFromRoot;
  80842. private _emitFromParticle;
  80843. private _update;
  80844. /** @hidden */
  80845. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80846. /** @hidden */
  80847. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80848. /** @hidden */
  80849. private _getEffect;
  80850. /**
  80851. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80852. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80853. */
  80854. animate(preWarmOnly?: boolean): void;
  80855. private _appendParticleVertices;
  80856. /**
  80857. * Rebuilds the particle system.
  80858. */
  80859. rebuild(): void;
  80860. /**
  80861. * Is this system ready to be used/rendered
  80862. * @return true if the system is ready
  80863. */
  80864. isReady(): boolean;
  80865. private _render;
  80866. /**
  80867. * Renders the particle system in its current state.
  80868. * @returns the current number of particles
  80869. */
  80870. render(): number;
  80871. /**
  80872. * Disposes the particle system and free the associated resources
  80873. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  80874. */
  80875. dispose(disposeTexture?: boolean): void;
  80876. /**
  80877. * Clones the particle system.
  80878. * @param name The name of the cloned object
  80879. * @param newEmitter The new emitter to use
  80880. * @returns the cloned particle system
  80881. */
  80882. clone(name: string, newEmitter: any): ParticleSystem;
  80883. /**
  80884. * Serializes the particle system to a JSON object.
  80885. * @returns the JSON object
  80886. */
  80887. serialize(): any;
  80888. /** @hidden */
  80889. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  80890. /** @hidden */
  80891. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  80892. /**
  80893. * Parses a JSON object to create a particle system.
  80894. * @param parsedParticleSystem The JSON object to parse
  80895. * @param scene The scene to create the particle system in
  80896. * @param rootUrl The root url to use to load external dependencies like texture
  80897. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  80898. * @returns the Parsed particle system
  80899. */
  80900. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  80901. }
  80902. }
  80903. declare module BABYLON {
  80904. /**
  80905. * A particle represents one of the element emitted by a particle system.
  80906. * This is mainly define by its coordinates, direction, velocity and age.
  80907. */
  80908. export class Particle {
  80909. /**
  80910. * The particle system the particle belongs to.
  80911. */
  80912. particleSystem: ParticleSystem;
  80913. private static _Count;
  80914. /**
  80915. * Unique ID of the particle
  80916. */
  80917. id: number;
  80918. /**
  80919. * The world position of the particle in the scene.
  80920. */
  80921. position: Vector3;
  80922. /**
  80923. * The world direction of the particle in the scene.
  80924. */
  80925. direction: Vector3;
  80926. /**
  80927. * The color of the particle.
  80928. */
  80929. color: Color4;
  80930. /**
  80931. * The color change of the particle per step.
  80932. */
  80933. colorStep: Color4;
  80934. /**
  80935. * Defines how long will the life of the particle be.
  80936. */
  80937. lifeTime: number;
  80938. /**
  80939. * The current age of the particle.
  80940. */
  80941. age: number;
  80942. /**
  80943. * The current size of the particle.
  80944. */
  80945. size: number;
  80946. /**
  80947. * The current scale of the particle.
  80948. */
  80949. scale: Vector2;
  80950. /**
  80951. * The current angle of the particle.
  80952. */
  80953. angle: number;
  80954. /**
  80955. * Defines how fast is the angle changing.
  80956. */
  80957. angularSpeed: number;
  80958. /**
  80959. * Defines the cell index used by the particle to be rendered from a sprite.
  80960. */
  80961. cellIndex: number;
  80962. /**
  80963. * The information required to support color remapping
  80964. */
  80965. remapData: Vector4;
  80966. /** @hidden */
  80967. _randomCellOffset?: number;
  80968. /** @hidden */
  80969. _initialDirection: Nullable<Vector3>;
  80970. /** @hidden */
  80971. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  80972. /** @hidden */
  80973. _initialStartSpriteCellID: number;
  80974. /** @hidden */
  80975. _initialEndSpriteCellID: number;
  80976. /** @hidden */
  80977. _currentColorGradient: Nullable<ColorGradient>;
  80978. /** @hidden */
  80979. _currentColor1: Color4;
  80980. /** @hidden */
  80981. _currentColor2: Color4;
  80982. /** @hidden */
  80983. _currentSizeGradient: Nullable<FactorGradient>;
  80984. /** @hidden */
  80985. _currentSize1: number;
  80986. /** @hidden */
  80987. _currentSize2: number;
  80988. /** @hidden */
  80989. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  80990. /** @hidden */
  80991. _currentAngularSpeed1: number;
  80992. /** @hidden */
  80993. _currentAngularSpeed2: number;
  80994. /** @hidden */
  80995. _currentVelocityGradient: Nullable<FactorGradient>;
  80996. /** @hidden */
  80997. _currentVelocity1: number;
  80998. /** @hidden */
  80999. _currentVelocity2: number;
  81000. /** @hidden */
  81001. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81002. /** @hidden */
  81003. _currentLimitVelocity1: number;
  81004. /** @hidden */
  81005. _currentLimitVelocity2: number;
  81006. /** @hidden */
  81007. _currentDragGradient: Nullable<FactorGradient>;
  81008. /** @hidden */
  81009. _currentDrag1: number;
  81010. /** @hidden */
  81011. _currentDrag2: number;
  81012. /** @hidden */
  81013. _randomNoiseCoordinates1: Vector3;
  81014. /** @hidden */
  81015. _randomNoiseCoordinates2: Vector3;
  81016. /**
  81017. * Creates a new instance Particle
  81018. * @param particleSystem the particle system the particle belongs to
  81019. */
  81020. constructor(
  81021. /**
  81022. * The particle system the particle belongs to.
  81023. */
  81024. particleSystem: ParticleSystem);
  81025. private updateCellInfoFromSystem;
  81026. /**
  81027. * Defines how the sprite cell index is updated for the particle
  81028. */
  81029. updateCellIndex(): void;
  81030. /** @hidden */
  81031. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81032. /** @hidden */
  81033. _inheritParticleInfoToSubEmitters(): void;
  81034. /** @hidden */
  81035. _reset(): void;
  81036. /**
  81037. * Copy the properties of particle to another one.
  81038. * @param other the particle to copy the information to.
  81039. */
  81040. copyTo(other: Particle): void;
  81041. }
  81042. }
  81043. declare module BABYLON {
  81044. /**
  81045. * Particle emitter represents a volume emitting particles.
  81046. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81047. */
  81048. export interface IParticleEmitterType {
  81049. /**
  81050. * Called by the particle System when the direction is computed for the created particle.
  81051. * @param worldMatrix is the world matrix of the particle system
  81052. * @param directionToUpdate is the direction vector to update with the result
  81053. * @param particle is the particle we are computed the direction for
  81054. */
  81055. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81056. /**
  81057. * Called by the particle System when the position is computed for the created particle.
  81058. * @param worldMatrix is the world matrix of the particle system
  81059. * @param positionToUpdate is the position vector to update with the result
  81060. * @param particle is the particle we are computed the position for
  81061. */
  81062. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81063. /**
  81064. * Clones the current emitter and returns a copy of it
  81065. * @returns the new emitter
  81066. */
  81067. clone(): IParticleEmitterType;
  81068. /**
  81069. * Called by the GPUParticleSystem to setup the update shader
  81070. * @param effect defines the update shader
  81071. */
  81072. applyToShader(effect: Effect): void;
  81073. /**
  81074. * Returns a string to use to update the GPU particles update shader
  81075. * @returns the effect defines string
  81076. */
  81077. getEffectDefines(): string;
  81078. /**
  81079. * Returns a string representing the class name
  81080. * @returns a string containing the class name
  81081. */
  81082. getClassName(): string;
  81083. /**
  81084. * Serializes the particle system to a JSON object.
  81085. * @returns the JSON object
  81086. */
  81087. serialize(): any;
  81088. /**
  81089. * Parse properties from a JSON object
  81090. * @param serializationObject defines the JSON object
  81091. */
  81092. parse(serializationObject: any): void;
  81093. }
  81094. }
  81095. declare module BABYLON {
  81096. /**
  81097. * Particle emitter emitting particles from the inside of a box.
  81098. * It emits the particles randomly between 2 given directions.
  81099. */
  81100. export class BoxParticleEmitter implements IParticleEmitterType {
  81101. /**
  81102. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81103. */
  81104. direction1: Vector3;
  81105. /**
  81106. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81107. */
  81108. direction2: Vector3;
  81109. /**
  81110. * 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.
  81111. */
  81112. minEmitBox: Vector3;
  81113. /**
  81114. * 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.
  81115. */
  81116. maxEmitBox: Vector3;
  81117. /**
  81118. * Creates a new instance BoxParticleEmitter
  81119. */
  81120. constructor();
  81121. /**
  81122. * Called by the particle System when the direction is computed for the created particle.
  81123. * @param worldMatrix is the world matrix of the particle system
  81124. * @param directionToUpdate is the direction vector to update with the result
  81125. * @param particle is the particle we are computed the direction for
  81126. */
  81127. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81128. /**
  81129. * Called by the particle System when the position is computed for the created particle.
  81130. * @param worldMatrix is the world matrix of the particle system
  81131. * @param positionToUpdate is the position vector to update with the result
  81132. * @param particle is the particle we are computed the position for
  81133. */
  81134. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81135. /**
  81136. * Clones the current emitter and returns a copy of it
  81137. * @returns the new emitter
  81138. */
  81139. clone(): BoxParticleEmitter;
  81140. /**
  81141. * Called by the GPUParticleSystem to setup the update shader
  81142. * @param effect defines the update shader
  81143. */
  81144. applyToShader(effect: Effect): void;
  81145. /**
  81146. * Returns a string to use to update the GPU particles update shader
  81147. * @returns a string containng the defines string
  81148. */
  81149. getEffectDefines(): string;
  81150. /**
  81151. * Returns the string "BoxParticleEmitter"
  81152. * @returns a string containing the class name
  81153. */
  81154. getClassName(): string;
  81155. /**
  81156. * Serializes the particle system to a JSON object.
  81157. * @returns the JSON object
  81158. */
  81159. serialize(): any;
  81160. /**
  81161. * Parse properties from a JSON object
  81162. * @param serializationObject defines the JSON object
  81163. */
  81164. parse(serializationObject: any): void;
  81165. }
  81166. }
  81167. declare module BABYLON {
  81168. /**
  81169. * Particle emitter emitting particles from the inside of a cone.
  81170. * It emits the particles alongside the cone volume from the base to the particle.
  81171. * The emission direction might be randomized.
  81172. */
  81173. export class ConeParticleEmitter implements IParticleEmitterType {
  81174. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81175. directionRandomizer: number;
  81176. private _radius;
  81177. private _angle;
  81178. private _height;
  81179. /**
  81180. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81181. */
  81182. radiusRange: number;
  81183. /**
  81184. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81185. */
  81186. heightRange: number;
  81187. /**
  81188. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81189. */
  81190. emitFromSpawnPointOnly: boolean;
  81191. /**
  81192. * Gets or sets the radius of the emission cone
  81193. */
  81194. radius: number;
  81195. /**
  81196. * Gets or sets the angle of the emission cone
  81197. */
  81198. angle: number;
  81199. private _buildHeight;
  81200. /**
  81201. * Creates a new instance ConeParticleEmitter
  81202. * @param radius the radius of the emission cone (1 by default)
  81203. * @param angle the cone base angle (PI by default)
  81204. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81205. */
  81206. constructor(radius?: number, angle?: number,
  81207. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81208. directionRandomizer?: number);
  81209. /**
  81210. * Called by the particle System when the direction is computed for the created particle.
  81211. * @param worldMatrix is the world matrix of the particle system
  81212. * @param directionToUpdate is the direction vector to update with the result
  81213. * @param particle is the particle we are computed the direction for
  81214. */
  81215. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81216. /**
  81217. * Called by the particle System when the position is computed for the created particle.
  81218. * @param worldMatrix is the world matrix of the particle system
  81219. * @param positionToUpdate is the position vector to update with the result
  81220. * @param particle is the particle we are computed the position for
  81221. */
  81222. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81223. /**
  81224. * Clones the current emitter and returns a copy of it
  81225. * @returns the new emitter
  81226. */
  81227. clone(): ConeParticleEmitter;
  81228. /**
  81229. * Called by the GPUParticleSystem to setup the update shader
  81230. * @param effect defines the update shader
  81231. */
  81232. applyToShader(effect: Effect): void;
  81233. /**
  81234. * Returns a string to use to update the GPU particles update shader
  81235. * @returns a string containng the defines string
  81236. */
  81237. getEffectDefines(): string;
  81238. /**
  81239. * Returns the string "ConeParticleEmitter"
  81240. * @returns a string containing the class name
  81241. */
  81242. getClassName(): string;
  81243. /**
  81244. * Serializes the particle system to a JSON object.
  81245. * @returns the JSON object
  81246. */
  81247. serialize(): any;
  81248. /**
  81249. * Parse properties from a JSON object
  81250. * @param serializationObject defines the JSON object
  81251. */
  81252. parse(serializationObject: any): void;
  81253. }
  81254. }
  81255. declare module BABYLON {
  81256. /**
  81257. * Particle emitter emitting particles from the inside of a cylinder.
  81258. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81259. */
  81260. export class CylinderParticleEmitter implements IParticleEmitterType {
  81261. /**
  81262. * The radius of the emission cylinder.
  81263. */
  81264. radius: number;
  81265. /**
  81266. * The height of the emission cylinder.
  81267. */
  81268. height: number;
  81269. /**
  81270. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81271. */
  81272. radiusRange: number;
  81273. /**
  81274. * How much to randomize the particle direction [0-1].
  81275. */
  81276. directionRandomizer: number;
  81277. /**
  81278. * Creates a new instance CylinderParticleEmitter
  81279. * @param radius the radius of the emission cylinder (1 by default)
  81280. * @param height the height of the emission cylinder (1 by default)
  81281. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81282. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81283. */
  81284. constructor(
  81285. /**
  81286. * The radius of the emission cylinder.
  81287. */
  81288. radius?: number,
  81289. /**
  81290. * The height of the emission cylinder.
  81291. */
  81292. height?: number,
  81293. /**
  81294. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81295. */
  81296. radiusRange?: number,
  81297. /**
  81298. * How much to randomize the particle direction [0-1].
  81299. */
  81300. directionRandomizer?: number);
  81301. /**
  81302. * Called by the particle System when the direction is computed for the created particle.
  81303. * @param worldMatrix is the world matrix of the particle system
  81304. * @param directionToUpdate is the direction vector to update with the result
  81305. * @param particle is the particle we are computed the direction for
  81306. */
  81307. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81308. /**
  81309. * Called by the particle System when the position is computed for the created particle.
  81310. * @param worldMatrix is the world matrix of the particle system
  81311. * @param positionToUpdate is the position vector to update with the result
  81312. * @param particle is the particle we are computed the position for
  81313. */
  81314. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81315. /**
  81316. * Clones the current emitter and returns a copy of it
  81317. * @returns the new emitter
  81318. */
  81319. clone(): CylinderParticleEmitter;
  81320. /**
  81321. * Called by the GPUParticleSystem to setup the update shader
  81322. * @param effect defines the update shader
  81323. */
  81324. applyToShader(effect: Effect): void;
  81325. /**
  81326. * Returns a string to use to update the GPU particles update shader
  81327. * @returns a string containng the defines string
  81328. */
  81329. getEffectDefines(): string;
  81330. /**
  81331. * Returns the string "CylinderParticleEmitter"
  81332. * @returns a string containing the class name
  81333. */
  81334. getClassName(): string;
  81335. /**
  81336. * Serializes the particle system to a JSON object.
  81337. * @returns the JSON object
  81338. */
  81339. serialize(): any;
  81340. /**
  81341. * Parse properties from a JSON object
  81342. * @param serializationObject defines the JSON object
  81343. */
  81344. parse(serializationObject: any): void;
  81345. }
  81346. /**
  81347. * Particle emitter emitting particles from the inside of a cylinder.
  81348. * It emits the particles randomly between two vectors.
  81349. */
  81350. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81351. /**
  81352. * The min limit of the emission direction.
  81353. */
  81354. direction1: Vector3;
  81355. /**
  81356. * The max limit of the emission direction.
  81357. */
  81358. direction2: Vector3;
  81359. /**
  81360. * Creates a new instance CylinderDirectedParticleEmitter
  81361. * @param radius the radius of the emission cylinder (1 by default)
  81362. * @param height the height of the emission cylinder (1 by default)
  81363. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81364. * @param direction1 the min limit of the emission direction (up vector by default)
  81365. * @param direction2 the max limit of the emission direction (up vector by default)
  81366. */
  81367. constructor(radius?: number, height?: number, radiusRange?: number,
  81368. /**
  81369. * The min limit of the emission direction.
  81370. */
  81371. direction1?: Vector3,
  81372. /**
  81373. * The max limit of the emission direction.
  81374. */
  81375. direction2?: Vector3);
  81376. /**
  81377. * Called by the particle System when the direction is computed for the created particle.
  81378. * @param worldMatrix is the world matrix of the particle system
  81379. * @param directionToUpdate is the direction vector to update with the result
  81380. * @param particle is the particle we are computed the direction for
  81381. */
  81382. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81383. /**
  81384. * Clones the current emitter and returns a copy of it
  81385. * @returns the new emitter
  81386. */
  81387. clone(): CylinderDirectedParticleEmitter;
  81388. /**
  81389. * Called by the GPUParticleSystem to setup the update shader
  81390. * @param effect defines the update shader
  81391. */
  81392. applyToShader(effect: Effect): void;
  81393. /**
  81394. * Returns a string to use to update the GPU particles update shader
  81395. * @returns a string containng the defines string
  81396. */
  81397. getEffectDefines(): string;
  81398. /**
  81399. * Returns the string "CylinderDirectedParticleEmitter"
  81400. * @returns a string containing the class name
  81401. */
  81402. getClassName(): string;
  81403. /**
  81404. * Serializes the particle system to a JSON object.
  81405. * @returns the JSON object
  81406. */
  81407. serialize(): any;
  81408. /**
  81409. * Parse properties from a JSON object
  81410. * @param serializationObject defines the JSON object
  81411. */
  81412. parse(serializationObject: any): void;
  81413. }
  81414. }
  81415. declare module BABYLON {
  81416. /**
  81417. * Particle emitter emitting particles from the inside of a hemisphere.
  81418. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81419. */
  81420. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81421. /**
  81422. * The radius of the emission hemisphere.
  81423. */
  81424. radius: number;
  81425. /**
  81426. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81427. */
  81428. radiusRange: number;
  81429. /**
  81430. * How much to randomize the particle direction [0-1].
  81431. */
  81432. directionRandomizer: number;
  81433. /**
  81434. * Creates a new instance HemisphericParticleEmitter
  81435. * @param radius the radius of the emission hemisphere (1 by default)
  81436. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81437. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81438. */
  81439. constructor(
  81440. /**
  81441. * The radius of the emission hemisphere.
  81442. */
  81443. radius?: number,
  81444. /**
  81445. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81446. */
  81447. radiusRange?: number,
  81448. /**
  81449. * How much to randomize the particle direction [0-1].
  81450. */
  81451. directionRandomizer?: number);
  81452. /**
  81453. * Called by the particle System when the direction is computed for the created particle.
  81454. * @param worldMatrix is the world matrix of the particle system
  81455. * @param directionToUpdate is the direction vector to update with the result
  81456. * @param particle is the particle we are computed the direction for
  81457. */
  81458. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81459. /**
  81460. * Called by the particle System when the position is computed for the created particle.
  81461. * @param worldMatrix is the world matrix of the particle system
  81462. * @param positionToUpdate is the position vector to update with the result
  81463. * @param particle is the particle we are computed the position for
  81464. */
  81465. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81466. /**
  81467. * Clones the current emitter and returns a copy of it
  81468. * @returns the new emitter
  81469. */
  81470. clone(): HemisphericParticleEmitter;
  81471. /**
  81472. * Called by the GPUParticleSystem to setup the update shader
  81473. * @param effect defines the update shader
  81474. */
  81475. applyToShader(effect: Effect): void;
  81476. /**
  81477. * Returns a string to use to update the GPU particles update shader
  81478. * @returns a string containng the defines string
  81479. */
  81480. getEffectDefines(): string;
  81481. /**
  81482. * Returns the string "HemisphericParticleEmitter"
  81483. * @returns a string containing the class name
  81484. */
  81485. getClassName(): string;
  81486. /**
  81487. * Serializes the particle system to a JSON object.
  81488. * @returns the JSON object
  81489. */
  81490. serialize(): any;
  81491. /**
  81492. * Parse properties from a JSON object
  81493. * @param serializationObject defines the JSON object
  81494. */
  81495. parse(serializationObject: any): void;
  81496. }
  81497. }
  81498. declare module BABYLON {
  81499. /**
  81500. * Particle emitter emitting particles from a point.
  81501. * It emits the particles randomly between 2 given directions.
  81502. */
  81503. export class PointParticleEmitter implements IParticleEmitterType {
  81504. /**
  81505. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81506. */
  81507. direction1: Vector3;
  81508. /**
  81509. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81510. */
  81511. direction2: Vector3;
  81512. /**
  81513. * Creates a new instance PointParticleEmitter
  81514. */
  81515. constructor();
  81516. /**
  81517. * Called by the particle System when the direction is computed for the created particle.
  81518. * @param worldMatrix is the world matrix of the particle system
  81519. * @param directionToUpdate is the direction vector to update with the result
  81520. * @param particle is the particle we are computed the direction for
  81521. */
  81522. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81523. /**
  81524. * Called by the particle System when the position is computed for the created particle.
  81525. * @param worldMatrix is the world matrix of the particle system
  81526. * @param positionToUpdate is the position vector to update with the result
  81527. * @param particle is the particle we are computed the position for
  81528. */
  81529. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81530. /**
  81531. * Clones the current emitter and returns a copy of it
  81532. * @returns the new emitter
  81533. */
  81534. clone(): PointParticleEmitter;
  81535. /**
  81536. * Called by the GPUParticleSystem to setup the update shader
  81537. * @param effect defines the update shader
  81538. */
  81539. applyToShader(effect: Effect): void;
  81540. /**
  81541. * Returns a string to use to update the GPU particles update shader
  81542. * @returns a string containng the defines string
  81543. */
  81544. getEffectDefines(): string;
  81545. /**
  81546. * Returns the string "PointParticleEmitter"
  81547. * @returns a string containing the class name
  81548. */
  81549. getClassName(): string;
  81550. /**
  81551. * Serializes the particle system to a JSON object.
  81552. * @returns the JSON object
  81553. */
  81554. serialize(): any;
  81555. /**
  81556. * Parse properties from a JSON object
  81557. * @param serializationObject defines the JSON object
  81558. */
  81559. parse(serializationObject: any): void;
  81560. }
  81561. }
  81562. declare module BABYLON {
  81563. /**
  81564. * Particle emitter emitting particles from the inside of a sphere.
  81565. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81566. */
  81567. export class SphereParticleEmitter implements IParticleEmitterType {
  81568. /**
  81569. * The radius of the emission sphere.
  81570. */
  81571. radius: number;
  81572. /**
  81573. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81574. */
  81575. radiusRange: number;
  81576. /**
  81577. * How much to randomize the particle direction [0-1].
  81578. */
  81579. directionRandomizer: number;
  81580. /**
  81581. * Creates a new instance SphereParticleEmitter
  81582. * @param radius the radius of the emission sphere (1 by default)
  81583. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81584. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81585. */
  81586. constructor(
  81587. /**
  81588. * The radius of the emission sphere.
  81589. */
  81590. radius?: number,
  81591. /**
  81592. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81593. */
  81594. radiusRange?: number,
  81595. /**
  81596. * How much to randomize the particle direction [0-1].
  81597. */
  81598. directionRandomizer?: number);
  81599. /**
  81600. * Called by the particle System when the direction is computed for the created particle.
  81601. * @param worldMatrix is the world matrix of the particle system
  81602. * @param directionToUpdate is the direction vector to update with the result
  81603. * @param particle is the particle we are computed the direction for
  81604. */
  81605. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81606. /**
  81607. * Called by the particle System when the position is computed for the created particle.
  81608. * @param worldMatrix is the world matrix of the particle system
  81609. * @param positionToUpdate is the position vector to update with the result
  81610. * @param particle is the particle we are computed the position for
  81611. */
  81612. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81613. /**
  81614. * Clones the current emitter and returns a copy of it
  81615. * @returns the new emitter
  81616. */
  81617. clone(): SphereParticleEmitter;
  81618. /**
  81619. * Called by the GPUParticleSystem to setup the update shader
  81620. * @param effect defines the update shader
  81621. */
  81622. applyToShader(effect: Effect): void;
  81623. /**
  81624. * Returns a string to use to update the GPU particles update shader
  81625. * @returns a string containng the defines string
  81626. */
  81627. getEffectDefines(): string;
  81628. /**
  81629. * Returns the string "SphereParticleEmitter"
  81630. * @returns a string containing the class name
  81631. */
  81632. getClassName(): string;
  81633. /**
  81634. * Serializes the particle system to a JSON object.
  81635. * @returns the JSON object
  81636. */
  81637. serialize(): any;
  81638. /**
  81639. * Parse properties from a JSON object
  81640. * @param serializationObject defines the JSON object
  81641. */
  81642. parse(serializationObject: any): void;
  81643. }
  81644. /**
  81645. * Particle emitter emitting particles from the inside of a sphere.
  81646. * It emits the particles randomly between two vectors.
  81647. */
  81648. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81649. /**
  81650. * The min limit of the emission direction.
  81651. */
  81652. direction1: Vector3;
  81653. /**
  81654. * The max limit of the emission direction.
  81655. */
  81656. direction2: Vector3;
  81657. /**
  81658. * Creates a new instance SphereDirectedParticleEmitter
  81659. * @param radius the radius of the emission sphere (1 by default)
  81660. * @param direction1 the min limit of the emission direction (up vector by default)
  81661. * @param direction2 the max limit of the emission direction (up vector by default)
  81662. */
  81663. constructor(radius?: number,
  81664. /**
  81665. * The min limit of the emission direction.
  81666. */
  81667. direction1?: Vector3,
  81668. /**
  81669. * The max limit of the emission direction.
  81670. */
  81671. direction2?: Vector3);
  81672. /**
  81673. * Called by the particle System when the direction is computed for the created particle.
  81674. * @param worldMatrix is the world matrix of the particle system
  81675. * @param directionToUpdate is the direction vector to update with the result
  81676. * @param particle is the particle we are computed the direction for
  81677. */
  81678. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81679. /**
  81680. * Clones the current emitter and returns a copy of it
  81681. * @returns the new emitter
  81682. */
  81683. clone(): SphereDirectedParticleEmitter;
  81684. /**
  81685. * Called by the GPUParticleSystem to setup the update shader
  81686. * @param effect defines the update shader
  81687. */
  81688. applyToShader(effect: Effect): void;
  81689. /**
  81690. * Returns a string to use to update the GPU particles update shader
  81691. * @returns a string containng the defines string
  81692. */
  81693. getEffectDefines(): string;
  81694. /**
  81695. * Returns the string "SphereDirectedParticleEmitter"
  81696. * @returns a string containing the class name
  81697. */
  81698. getClassName(): string;
  81699. /**
  81700. * Serializes the particle system to a JSON object.
  81701. * @returns the JSON object
  81702. */
  81703. serialize(): any;
  81704. /**
  81705. * Parse properties from a JSON object
  81706. * @param serializationObject defines the JSON object
  81707. */
  81708. parse(serializationObject: any): void;
  81709. }
  81710. }
  81711. declare module BABYLON {
  81712. /**
  81713. * Interface representing a particle system in Babylon.js.
  81714. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81715. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81716. */
  81717. export interface IParticleSystem {
  81718. /**
  81719. * List of animations used by the particle system.
  81720. */
  81721. animations: Animation[];
  81722. /**
  81723. * The id of the Particle system.
  81724. */
  81725. id: string;
  81726. /**
  81727. * The name of the Particle system.
  81728. */
  81729. name: string;
  81730. /**
  81731. * The emitter represents the Mesh or position we are attaching the particle system to.
  81732. */
  81733. emitter: Nullable<AbstractMesh | Vector3>;
  81734. /**
  81735. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81736. */
  81737. isBillboardBased: boolean;
  81738. /**
  81739. * The rendering group used by the Particle system to chose when to render.
  81740. */
  81741. renderingGroupId: number;
  81742. /**
  81743. * The layer mask we are rendering the particles through.
  81744. */
  81745. layerMask: number;
  81746. /**
  81747. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81748. */
  81749. updateSpeed: number;
  81750. /**
  81751. * The amount of time the particle system is running (depends of the overall update speed).
  81752. */
  81753. targetStopDuration: number;
  81754. /**
  81755. * The texture used to render each particle. (this can be a spritesheet)
  81756. */
  81757. particleTexture: Nullable<Texture>;
  81758. /**
  81759. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81760. */
  81761. blendMode: number;
  81762. /**
  81763. * Minimum life time of emitting particles.
  81764. */
  81765. minLifeTime: number;
  81766. /**
  81767. * Maximum life time of emitting particles.
  81768. */
  81769. maxLifeTime: number;
  81770. /**
  81771. * Minimum Size of emitting particles.
  81772. */
  81773. minSize: number;
  81774. /**
  81775. * Maximum Size of emitting particles.
  81776. */
  81777. maxSize: number;
  81778. /**
  81779. * Minimum scale of emitting particles on X axis.
  81780. */
  81781. minScaleX: number;
  81782. /**
  81783. * Maximum scale of emitting particles on X axis.
  81784. */
  81785. maxScaleX: number;
  81786. /**
  81787. * Minimum scale of emitting particles on Y axis.
  81788. */
  81789. minScaleY: number;
  81790. /**
  81791. * Maximum scale of emitting particles on Y axis.
  81792. */
  81793. maxScaleY: number;
  81794. /**
  81795. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81796. */
  81797. color1: Color4;
  81798. /**
  81799. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81800. */
  81801. color2: Color4;
  81802. /**
  81803. * Color the particle will have at the end of its lifetime.
  81804. */
  81805. colorDead: Color4;
  81806. /**
  81807. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81808. */
  81809. emitRate: number;
  81810. /**
  81811. * You can use gravity if you want to give an orientation to your particles.
  81812. */
  81813. gravity: Vector3;
  81814. /**
  81815. * Minimum power of emitting particles.
  81816. */
  81817. minEmitPower: number;
  81818. /**
  81819. * Maximum power of emitting particles.
  81820. */
  81821. maxEmitPower: number;
  81822. /**
  81823. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81824. */
  81825. minAngularSpeed: number;
  81826. /**
  81827. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81828. */
  81829. maxAngularSpeed: number;
  81830. /**
  81831. * Gets or sets the minimal initial rotation in radians.
  81832. */
  81833. minInitialRotation: number;
  81834. /**
  81835. * Gets or sets the maximal initial rotation in radians.
  81836. */
  81837. maxInitialRotation: number;
  81838. /**
  81839. * The particle emitter type defines the emitter used by the particle system.
  81840. * It can be for example box, sphere, or cone...
  81841. */
  81842. particleEmitterType: Nullable<IParticleEmitterType>;
  81843. /**
  81844. * Defines the delay in milliseconds before starting the system (0 by default)
  81845. */
  81846. startDelay: number;
  81847. /**
  81848. * 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
  81849. */
  81850. preWarmCycles: number;
  81851. /**
  81852. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81853. */
  81854. preWarmStepOffset: number;
  81855. /**
  81856. * 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)
  81857. */
  81858. spriteCellChangeSpeed: number;
  81859. /**
  81860. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81861. */
  81862. startSpriteCellID: number;
  81863. /**
  81864. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81865. */
  81866. endSpriteCellID: number;
  81867. /**
  81868. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81869. */
  81870. spriteCellWidth: number;
  81871. /**
  81872. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81873. */
  81874. spriteCellHeight: number;
  81875. /**
  81876. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81877. */
  81878. spriteRandomStartCell: boolean;
  81879. /**
  81880. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  81881. */
  81882. isAnimationSheetEnabled: boolean;
  81883. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81884. translationPivot: Vector2;
  81885. /**
  81886. * Gets or sets a texture used to add random noise to particle positions
  81887. */
  81888. noiseTexture: Nullable<BaseTexture>;
  81889. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81890. noiseStrength: Vector3;
  81891. /**
  81892. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81893. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81894. */
  81895. billboardMode: number;
  81896. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81897. limitVelocityDamping: number;
  81898. /**
  81899. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81900. */
  81901. beginAnimationOnStart: boolean;
  81902. /**
  81903. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81904. */
  81905. beginAnimationFrom: number;
  81906. /**
  81907. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81908. */
  81909. beginAnimationTo: number;
  81910. /**
  81911. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81912. */
  81913. beginAnimationLoop: boolean;
  81914. /**
  81915. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81916. */
  81917. disposeOnStop: boolean;
  81918. /**
  81919. * Gets the maximum number of particles active at the same time.
  81920. * @returns The max number of active particles.
  81921. */
  81922. getCapacity(): number;
  81923. /**
  81924. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81925. * @returns True if it has been started, otherwise false.
  81926. */
  81927. isStarted(): boolean;
  81928. /**
  81929. * Animates the particle system for this frame.
  81930. */
  81931. animate(): void;
  81932. /**
  81933. * Renders the particle system in its current state.
  81934. * @returns the current number of particles
  81935. */
  81936. render(): number;
  81937. /**
  81938. * Dispose the particle system and frees its associated resources.
  81939. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81940. */
  81941. dispose(disposeTexture?: boolean): void;
  81942. /**
  81943. * Clones the particle system.
  81944. * @param name The name of the cloned object
  81945. * @param newEmitter The new emitter to use
  81946. * @returns the cloned particle system
  81947. */
  81948. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  81949. /**
  81950. * Serializes the particle system to a JSON object.
  81951. * @returns the JSON object
  81952. */
  81953. serialize(): any;
  81954. /**
  81955. * Rebuild the particle system
  81956. */
  81957. rebuild(): void;
  81958. /**
  81959. * Starts the particle system and begins to emit
  81960. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  81961. */
  81962. start(delay?: number): void;
  81963. /**
  81964. * Stops the particle system.
  81965. */
  81966. stop(): void;
  81967. /**
  81968. * Remove all active particles
  81969. */
  81970. reset(): void;
  81971. /**
  81972. * Is this system ready to be used/rendered
  81973. * @return true if the system is ready
  81974. */
  81975. isReady(): boolean;
  81976. /**
  81977. * Adds a new color gradient
  81978. * @param gradient defines the gradient to use (between 0 and 1)
  81979. * @param color1 defines the color to affect to the specified gradient
  81980. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81981. * @returns the current particle system
  81982. */
  81983. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81984. /**
  81985. * Remove a specific color gradient
  81986. * @param gradient defines the gradient to remove
  81987. * @returns the current particle system
  81988. */
  81989. removeColorGradient(gradient: number): IParticleSystem;
  81990. /**
  81991. * Adds a new size gradient
  81992. * @param gradient defines the gradient to use (between 0 and 1)
  81993. * @param factor defines the size factor to affect to the specified gradient
  81994. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81995. * @returns the current particle system
  81996. */
  81997. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81998. /**
  81999. * Remove a specific size gradient
  82000. * @param gradient defines the gradient to remove
  82001. * @returns the current particle system
  82002. */
  82003. removeSizeGradient(gradient: number): IParticleSystem;
  82004. /**
  82005. * Gets the current list of color gradients.
  82006. * You must use addColorGradient and removeColorGradient to udpate this list
  82007. * @returns the list of color gradients
  82008. */
  82009. getColorGradients(): Nullable<Array<ColorGradient>>;
  82010. /**
  82011. * Gets the current list of size gradients.
  82012. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82013. * @returns the list of size gradients
  82014. */
  82015. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82016. /**
  82017. * Gets the current list of angular speed gradients.
  82018. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82019. * @returns the list of angular speed gradients
  82020. */
  82021. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82022. /**
  82023. * Adds a new angular speed gradient
  82024. * @param gradient defines the gradient to use (between 0 and 1)
  82025. * @param factor defines the angular speed to affect to the specified gradient
  82026. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82027. * @returns the current particle system
  82028. */
  82029. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82030. /**
  82031. * Remove a specific angular speed gradient
  82032. * @param gradient defines the gradient to remove
  82033. * @returns the current particle system
  82034. */
  82035. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82036. /**
  82037. * Gets the current list of velocity gradients.
  82038. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82039. * @returns the list of velocity gradients
  82040. */
  82041. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82042. /**
  82043. * Adds a new velocity gradient
  82044. * @param gradient defines the gradient to use (between 0 and 1)
  82045. * @param factor defines the velocity to affect to the specified gradient
  82046. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82047. * @returns the current particle system
  82048. */
  82049. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82050. /**
  82051. * Remove a specific velocity gradient
  82052. * @param gradient defines the gradient to remove
  82053. * @returns the current particle system
  82054. */
  82055. removeVelocityGradient(gradient: number): IParticleSystem;
  82056. /**
  82057. * Gets the current list of limit velocity gradients.
  82058. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82059. * @returns the list of limit velocity gradients
  82060. */
  82061. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82062. /**
  82063. * Adds a new limit velocity gradient
  82064. * @param gradient defines the gradient to use (between 0 and 1)
  82065. * @param factor defines the limit velocity to affect to the specified gradient
  82066. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82067. * @returns the current particle system
  82068. */
  82069. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82070. /**
  82071. * Remove a specific limit velocity gradient
  82072. * @param gradient defines the gradient to remove
  82073. * @returns the current particle system
  82074. */
  82075. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82076. /**
  82077. * Adds a new drag gradient
  82078. * @param gradient defines the gradient to use (between 0 and 1)
  82079. * @param factor defines the drag to affect to the specified gradient
  82080. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82081. * @returns the current particle system
  82082. */
  82083. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82084. /**
  82085. * Remove a specific drag gradient
  82086. * @param gradient defines the gradient to remove
  82087. * @returns the current particle system
  82088. */
  82089. removeDragGradient(gradient: number): IParticleSystem;
  82090. /**
  82091. * Gets the current list of drag gradients.
  82092. * You must use addDragGradient and removeDragGradient to udpate this list
  82093. * @returns the list of drag gradients
  82094. */
  82095. getDragGradients(): Nullable<Array<FactorGradient>>;
  82096. /**
  82097. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82098. * @param gradient defines the gradient to use (between 0 and 1)
  82099. * @param factor defines the emit rate to affect to the specified gradient
  82100. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82101. * @returns the current particle system
  82102. */
  82103. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82104. /**
  82105. * Remove a specific emit rate gradient
  82106. * @param gradient defines the gradient to remove
  82107. * @returns the current particle system
  82108. */
  82109. removeEmitRateGradient(gradient: number): IParticleSystem;
  82110. /**
  82111. * Gets the current list of emit rate gradients.
  82112. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82113. * @returns the list of emit rate gradients
  82114. */
  82115. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82116. /**
  82117. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82118. * @param gradient defines the gradient to use (between 0 and 1)
  82119. * @param factor defines the start size to affect to the specified gradient
  82120. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82121. * @returns the current particle system
  82122. */
  82123. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82124. /**
  82125. * Remove a specific start size gradient
  82126. * @param gradient defines the gradient to remove
  82127. * @returns the current particle system
  82128. */
  82129. removeStartSizeGradient(gradient: number): IParticleSystem;
  82130. /**
  82131. * Gets the current list of start size gradients.
  82132. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82133. * @returns the list of start size gradients
  82134. */
  82135. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82136. /**
  82137. * Adds a new life time gradient
  82138. * @param gradient defines the gradient to use (between 0 and 1)
  82139. * @param factor defines the life time factor to affect to the specified gradient
  82140. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82141. * @returns the current particle system
  82142. */
  82143. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82144. /**
  82145. * Remove a specific life time gradient
  82146. * @param gradient defines the gradient to remove
  82147. * @returns the current particle system
  82148. */
  82149. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82150. /**
  82151. * Gets the current list of life time gradients.
  82152. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82153. * @returns the list of life time gradients
  82154. */
  82155. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82156. /**
  82157. * Gets the current list of color gradients.
  82158. * You must use addColorGradient and removeColorGradient to udpate this list
  82159. * @returns the list of color gradients
  82160. */
  82161. getColorGradients(): Nullable<Array<ColorGradient>>;
  82162. /**
  82163. * Adds a new ramp gradient used to remap particle colors
  82164. * @param gradient defines the gradient to use (between 0 and 1)
  82165. * @param color defines the color to affect to the specified gradient
  82166. * @returns the current particle system
  82167. */
  82168. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82169. /**
  82170. * Gets the current list of ramp gradients.
  82171. * You must use addRampGradient and removeRampGradient to udpate this list
  82172. * @returns the list of ramp gradients
  82173. */
  82174. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82175. /** Gets or sets a boolean indicating that ramp gradients must be used
  82176. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82177. */
  82178. useRampGradients: boolean;
  82179. /**
  82180. * Adds a new color remap gradient
  82181. * @param gradient defines the gradient to use (between 0 and 1)
  82182. * @param min defines the color remap minimal range
  82183. * @param max defines the color remap maximal range
  82184. * @returns the current particle system
  82185. */
  82186. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82187. /**
  82188. * Gets the current list of color remap gradients.
  82189. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82190. * @returns the list of color remap gradients
  82191. */
  82192. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82193. /**
  82194. * Adds a new alpha remap gradient
  82195. * @param gradient defines the gradient to use (between 0 and 1)
  82196. * @param min defines the alpha remap minimal range
  82197. * @param max defines the alpha remap maximal range
  82198. * @returns the current particle system
  82199. */
  82200. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82201. /**
  82202. * Gets the current list of alpha remap gradients.
  82203. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82204. * @returns the list of alpha remap gradients
  82205. */
  82206. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82207. /**
  82208. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82209. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82210. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82211. * @returns the emitter
  82212. */
  82213. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82214. /**
  82215. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82216. * @param radius The radius of the hemisphere to emit from
  82217. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82218. * @returns the emitter
  82219. */
  82220. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82221. /**
  82222. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82223. * @param radius The radius of the sphere to emit from
  82224. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82225. * @returns the emitter
  82226. */
  82227. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82228. /**
  82229. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82230. * @param radius The radius of the sphere to emit from
  82231. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82232. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82233. * @returns the emitter
  82234. */
  82235. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82236. /**
  82237. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82238. * @param radius The radius of the emission cylinder
  82239. * @param height The height of the emission cylinder
  82240. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82241. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82242. * @returns the emitter
  82243. */
  82244. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82245. /**
  82246. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82247. * @param radius The radius of the cylinder to emit from
  82248. * @param height The height of the emission cylinder
  82249. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82250. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82251. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82252. * @returns the emitter
  82253. */
  82254. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82255. /**
  82256. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82257. * @param radius The radius of the cone to emit from
  82258. * @param angle The base angle of the cone
  82259. * @returns the emitter
  82260. */
  82261. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82262. /**
  82263. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82264. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82265. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82266. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82267. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82268. * @returns the emitter
  82269. */
  82270. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82271. /**
  82272. * Get hosting scene
  82273. * @returns the scene
  82274. */
  82275. getScene(): Scene;
  82276. }
  82277. }
  82278. declare module BABYLON {
  82279. /**
  82280. * Creates an instance based on a source mesh.
  82281. */
  82282. export class InstancedMesh extends AbstractMesh {
  82283. private _sourceMesh;
  82284. private _currentLOD;
  82285. /** @hidden */
  82286. _indexInSourceMeshInstanceArray: number;
  82287. constructor(name: string, source: Mesh);
  82288. /**
  82289. * Returns the string "InstancedMesh".
  82290. */
  82291. getClassName(): string;
  82292. /** Gets the list of lights affecting that mesh */
  82293. readonly lightSources: Light[];
  82294. _resyncLightSources(): void;
  82295. _resyncLighSource(light: Light): void;
  82296. _removeLightSource(light: Light): void;
  82297. /**
  82298. * If the source mesh receives shadows
  82299. */
  82300. readonly receiveShadows: boolean;
  82301. /**
  82302. * The material of the source mesh
  82303. */
  82304. readonly material: Nullable<Material>;
  82305. /**
  82306. * Visibility of the source mesh
  82307. */
  82308. readonly visibility: number;
  82309. /**
  82310. * Skeleton of the source mesh
  82311. */
  82312. readonly skeleton: Nullable<Skeleton>;
  82313. /**
  82314. * Rendering ground id of the source mesh
  82315. */
  82316. renderingGroupId: number;
  82317. /**
  82318. * Returns the total number of vertices (integer).
  82319. */
  82320. getTotalVertices(): number;
  82321. /**
  82322. * Returns a positive integer : the total number of indices in this mesh geometry.
  82323. * @returns the numner of indices or zero if the mesh has no geometry.
  82324. */
  82325. getTotalIndices(): number;
  82326. /**
  82327. * The source mesh of the instance
  82328. */
  82329. readonly sourceMesh: Mesh;
  82330. /**
  82331. * Is this node ready to be used/rendered
  82332. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82333. * @return {boolean} is it ready
  82334. */
  82335. isReady(completeCheck?: boolean): boolean;
  82336. /**
  82337. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82338. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82339. * @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.
  82340. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82341. */
  82342. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82343. /**
  82344. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82345. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82346. * The `data` are either a numeric array either a Float32Array.
  82347. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82348. * 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).
  82349. * Note that a new underlying VertexBuffer object is created each call.
  82350. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82351. *
  82352. * Possible `kind` values :
  82353. * - VertexBuffer.PositionKind
  82354. * - VertexBuffer.UVKind
  82355. * - VertexBuffer.UV2Kind
  82356. * - VertexBuffer.UV3Kind
  82357. * - VertexBuffer.UV4Kind
  82358. * - VertexBuffer.UV5Kind
  82359. * - VertexBuffer.UV6Kind
  82360. * - VertexBuffer.ColorKind
  82361. * - VertexBuffer.MatricesIndicesKind
  82362. * - VertexBuffer.MatricesIndicesExtraKind
  82363. * - VertexBuffer.MatricesWeightsKind
  82364. * - VertexBuffer.MatricesWeightsExtraKind
  82365. *
  82366. * Returns the Mesh.
  82367. */
  82368. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82369. /**
  82370. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82371. * If the mesh has no geometry, it is simply returned as it is.
  82372. * The `data` are either a numeric array either a Float32Array.
  82373. * No new underlying VertexBuffer object is created.
  82374. * 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.
  82375. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82376. *
  82377. * Possible `kind` values :
  82378. * - VertexBuffer.PositionKind
  82379. * - VertexBuffer.UVKind
  82380. * - VertexBuffer.UV2Kind
  82381. * - VertexBuffer.UV3Kind
  82382. * - VertexBuffer.UV4Kind
  82383. * - VertexBuffer.UV5Kind
  82384. * - VertexBuffer.UV6Kind
  82385. * - VertexBuffer.ColorKind
  82386. * - VertexBuffer.MatricesIndicesKind
  82387. * - VertexBuffer.MatricesIndicesExtraKind
  82388. * - VertexBuffer.MatricesWeightsKind
  82389. * - VertexBuffer.MatricesWeightsExtraKind
  82390. *
  82391. * Returns the Mesh.
  82392. */
  82393. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82394. /**
  82395. * Sets the mesh indices.
  82396. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82397. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82398. * This method creates a new index buffer each call.
  82399. * Returns the Mesh.
  82400. */
  82401. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82402. /**
  82403. * Boolean : True if the mesh owns the requested kind of data.
  82404. */
  82405. isVerticesDataPresent(kind: string): boolean;
  82406. /**
  82407. * Returns an array of indices (IndicesArray).
  82408. */
  82409. getIndices(): Nullable<IndicesArray>;
  82410. readonly _positions: Nullable<Vector3[]>;
  82411. /**
  82412. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82413. * This means the mesh underlying bounding box and sphere are recomputed.
  82414. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82415. * @returns the current mesh
  82416. */
  82417. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82418. /** @hidden */
  82419. _preActivate(): InstancedMesh;
  82420. /** @hidden */
  82421. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82422. /** @hidden */
  82423. _postActivate(): void;
  82424. getWorldMatrix(): Matrix;
  82425. readonly isAnInstance: boolean;
  82426. /**
  82427. * Returns the current associated LOD AbstractMesh.
  82428. */
  82429. getLOD(camera: Camera): AbstractMesh;
  82430. /** @hidden */
  82431. _syncSubMeshes(): InstancedMesh;
  82432. /** @hidden */
  82433. _generatePointsArray(): boolean;
  82434. /**
  82435. * Creates a new InstancedMesh from the current mesh.
  82436. * - name (string) : the cloned mesh name
  82437. * - newParent (optional Node) : the optional Node to parent the clone to.
  82438. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82439. *
  82440. * Returns the clone.
  82441. */
  82442. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82443. /**
  82444. * Disposes the InstancedMesh.
  82445. * Returns nothing.
  82446. */
  82447. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82448. }
  82449. }
  82450. declare module BABYLON {
  82451. /**
  82452. * Defines the options associated with the creation of a shader material.
  82453. */
  82454. export interface IShaderMaterialOptions {
  82455. /**
  82456. * Does the material work in alpha blend mode
  82457. */
  82458. needAlphaBlending: boolean;
  82459. /**
  82460. * Does the material work in alpha test mode
  82461. */
  82462. needAlphaTesting: boolean;
  82463. /**
  82464. * The list of attribute names used in the shader
  82465. */
  82466. attributes: string[];
  82467. /**
  82468. * The list of unifrom names used in the shader
  82469. */
  82470. uniforms: string[];
  82471. /**
  82472. * The list of UBO names used in the shader
  82473. */
  82474. uniformBuffers: string[];
  82475. /**
  82476. * The list of sampler names used in the shader
  82477. */
  82478. samplers: string[];
  82479. /**
  82480. * The list of defines used in the shader
  82481. */
  82482. defines: string[];
  82483. }
  82484. /**
  82485. * 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.
  82486. *
  82487. * This returned material effects how the mesh will look based on the code in the shaders.
  82488. *
  82489. * @see http://doc.babylonjs.com/how_to/shader_material
  82490. */
  82491. export class ShaderMaterial extends Material {
  82492. private _shaderPath;
  82493. private _options;
  82494. private _textures;
  82495. private _textureArrays;
  82496. private _floats;
  82497. private _ints;
  82498. private _floatsArrays;
  82499. private _colors3;
  82500. private _colors3Arrays;
  82501. private _colors4;
  82502. private _colors4Arrays;
  82503. private _vectors2;
  82504. private _vectors3;
  82505. private _vectors4;
  82506. private _matrices;
  82507. private _matrices3x3;
  82508. private _matrices2x2;
  82509. private _vectors2Arrays;
  82510. private _vectors3Arrays;
  82511. private _vectors4Arrays;
  82512. private _cachedWorldViewMatrix;
  82513. private _cachedWorldViewProjectionMatrix;
  82514. private _renderId;
  82515. /**
  82516. * Instantiate a new shader material.
  82517. * 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.
  82518. * This returned material effects how the mesh will look based on the code in the shaders.
  82519. * @see http://doc.babylonjs.com/how_to/shader_material
  82520. * @param name Define the name of the material in the scene
  82521. * @param scene Define the scene the material belongs to
  82522. * @param shaderPath Defines the route to the shader code in one of three ways:
  82523. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82524. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82525. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82526. * @param options Define the options used to create the shader
  82527. */
  82528. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82529. /**
  82530. * Gets the options used to compile the shader.
  82531. * They can be modified to trigger a new compilation
  82532. */
  82533. readonly options: IShaderMaterialOptions;
  82534. /**
  82535. * Gets the current class name of the material e.g. "ShaderMaterial"
  82536. * Mainly use in serialization.
  82537. * @returns the class name
  82538. */
  82539. getClassName(): string;
  82540. /**
  82541. * Specifies if the material will require alpha blending
  82542. * @returns a boolean specifying if alpha blending is needed
  82543. */
  82544. needAlphaBlending(): boolean;
  82545. /**
  82546. * Specifies if this material should be rendered in alpha test mode
  82547. * @returns a boolean specifying if an alpha test is needed.
  82548. */
  82549. needAlphaTesting(): boolean;
  82550. private _checkUniform;
  82551. /**
  82552. * Set a texture in the shader.
  82553. * @param name Define the name of the uniform samplers as defined in the shader
  82554. * @param texture Define the texture to bind to this sampler
  82555. * @return the material itself allowing "fluent" like uniform updates
  82556. */
  82557. setTexture(name: string, texture: Texture): ShaderMaterial;
  82558. /**
  82559. * Set a texture array in the shader.
  82560. * @param name Define the name of the uniform sampler array as defined in the shader
  82561. * @param textures Define the list of textures to bind to this sampler
  82562. * @return the material itself allowing "fluent" like uniform updates
  82563. */
  82564. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82565. /**
  82566. * Set a float in the shader.
  82567. * @param name Define the name of the uniform as defined in the shader
  82568. * @param value Define the value to give to the uniform
  82569. * @return the material itself allowing "fluent" like uniform updates
  82570. */
  82571. setFloat(name: string, value: number): ShaderMaterial;
  82572. /**
  82573. * Set a int in the shader.
  82574. * @param name Define the name of the uniform as defined in the shader
  82575. * @param value Define the value to give to the uniform
  82576. * @return the material itself allowing "fluent" like uniform updates
  82577. */
  82578. setInt(name: string, value: number): ShaderMaterial;
  82579. /**
  82580. * Set an array of floats in the shader.
  82581. * @param name Define the name of the uniform as defined in the shader
  82582. * @param value Define the value to give to the uniform
  82583. * @return the material itself allowing "fluent" like uniform updates
  82584. */
  82585. setFloats(name: string, value: number[]): ShaderMaterial;
  82586. /**
  82587. * Set a vec3 in the shader from a Color3.
  82588. * @param name Define the name of the uniform as defined in the shader
  82589. * @param value Define the value to give to the uniform
  82590. * @return the material itself allowing "fluent" like uniform updates
  82591. */
  82592. setColor3(name: string, value: Color3): ShaderMaterial;
  82593. /**
  82594. * Set a vec3 array in the shader from a Color3 array.
  82595. * @param name Define the name of the uniform as defined in the shader
  82596. * @param value Define the value to give to the uniform
  82597. * @return the material itself allowing "fluent" like uniform updates
  82598. */
  82599. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82600. /**
  82601. * Set a vec4 in the shader from a Color4.
  82602. * @param name Define the name of the uniform as defined in the shader
  82603. * @param value Define the value to give to the uniform
  82604. * @return the material itself allowing "fluent" like uniform updates
  82605. */
  82606. setColor4(name: string, value: Color4): ShaderMaterial;
  82607. /**
  82608. * Set a vec4 array in the shader from a Color4 array.
  82609. * @param name Define the name of the uniform as defined in the shader
  82610. * @param value Define the value to give to the uniform
  82611. * @return the material itself allowing "fluent" like uniform updates
  82612. */
  82613. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82614. /**
  82615. * Set a vec2 in the shader from a Vector2.
  82616. * @param name Define the name of the uniform as defined in the shader
  82617. * @param value Define the value to give to the uniform
  82618. * @return the material itself allowing "fluent" like uniform updates
  82619. */
  82620. setVector2(name: string, value: Vector2): ShaderMaterial;
  82621. /**
  82622. * Set a vec3 in the shader from a Vector3.
  82623. * @param name Define the name of the uniform as defined in the shader
  82624. * @param value Define the value to give to the uniform
  82625. * @return the material itself allowing "fluent" like uniform updates
  82626. */
  82627. setVector3(name: string, value: Vector3): ShaderMaterial;
  82628. /**
  82629. * Set a vec4 in the shader from a Vector4.
  82630. * @param name Define the name of the uniform as defined in the shader
  82631. * @param value Define the value to give to the uniform
  82632. * @return the material itself allowing "fluent" like uniform updates
  82633. */
  82634. setVector4(name: string, value: Vector4): ShaderMaterial;
  82635. /**
  82636. * Set a mat4 in the shader from a Matrix.
  82637. * @param name Define the name of the uniform as defined in the shader
  82638. * @param value Define the value to give to the uniform
  82639. * @return the material itself allowing "fluent" like uniform updates
  82640. */
  82641. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82642. /**
  82643. * Set a mat3 in the shader from a Float32Array.
  82644. * @param name Define the name of the uniform as defined in the shader
  82645. * @param value Define the value to give to the uniform
  82646. * @return the material itself allowing "fluent" like uniform updates
  82647. */
  82648. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82649. /**
  82650. * Set a mat2 in the shader from a Float32Array.
  82651. * @param name Define the name of the uniform as defined in the shader
  82652. * @param value Define the value to give to the uniform
  82653. * @return the material itself allowing "fluent" like uniform updates
  82654. */
  82655. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82656. /**
  82657. * Set a vec2 array in the shader from a number array.
  82658. * @param name Define the name of the uniform as defined in the shader
  82659. * @param value Define the value to give to the uniform
  82660. * @return the material itself allowing "fluent" like uniform updates
  82661. */
  82662. setArray2(name: string, value: number[]): ShaderMaterial;
  82663. /**
  82664. * Set a vec3 array in the shader from a number array.
  82665. * @param name Define the name of the uniform as defined in the shader
  82666. * @param value Define the value to give to the uniform
  82667. * @return the material itself allowing "fluent" like uniform updates
  82668. */
  82669. setArray3(name: string, value: number[]): ShaderMaterial;
  82670. /**
  82671. * Set a vec4 array in the shader from a number array.
  82672. * @param name Define the name of the uniform as defined in the shader
  82673. * @param value Define the value to give to the uniform
  82674. * @return the material itself allowing "fluent" like uniform updates
  82675. */
  82676. setArray4(name: string, value: number[]): ShaderMaterial;
  82677. private _checkCache;
  82678. /**
  82679. * Specifies that the submesh is ready to be used
  82680. * @param mesh defines the mesh to check
  82681. * @param subMesh defines which submesh to check
  82682. * @param useInstances specifies that instances should be used
  82683. * @returns a boolean indicating that the submesh is ready or not
  82684. */
  82685. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82686. /**
  82687. * Checks if the material is ready to render the requested mesh
  82688. * @param mesh Define the mesh to render
  82689. * @param useInstances Define whether or not the material is used with instances
  82690. * @returns true if ready, otherwise false
  82691. */
  82692. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82693. /**
  82694. * Binds the world matrix to the material
  82695. * @param world defines the world transformation matrix
  82696. */
  82697. bindOnlyWorldMatrix(world: Matrix): void;
  82698. /**
  82699. * Binds the material to the mesh
  82700. * @param world defines the world transformation matrix
  82701. * @param mesh defines the mesh to bind the material to
  82702. */
  82703. bind(world: Matrix, mesh?: Mesh): void;
  82704. /**
  82705. * Gets the active textures from the material
  82706. * @returns an array of textures
  82707. */
  82708. getActiveTextures(): BaseTexture[];
  82709. /**
  82710. * Specifies if the material uses a texture
  82711. * @param texture defines the texture to check against the material
  82712. * @returns a boolean specifying if the material uses the texture
  82713. */
  82714. hasTexture(texture: BaseTexture): boolean;
  82715. /**
  82716. * Makes a duplicate of the material, and gives it a new name
  82717. * @param name defines the new name for the duplicated material
  82718. * @returns the cloned material
  82719. */
  82720. clone(name: string): ShaderMaterial;
  82721. /**
  82722. * Disposes the material
  82723. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82724. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82725. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82726. */
  82727. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82728. /**
  82729. * Serializes this material in a JSON representation
  82730. * @returns the serialized material object
  82731. */
  82732. serialize(): any;
  82733. /**
  82734. * Creates a shader material from parsed shader material data
  82735. * @param source defines the JSON represnetation of the material
  82736. * @param scene defines the hosting scene
  82737. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82738. * @returns a new material
  82739. */
  82740. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82741. }
  82742. }
  82743. declare module BABYLON {
  82744. /** @hidden */
  82745. export var colorPixelShader: {
  82746. name: string;
  82747. shader: string;
  82748. };
  82749. }
  82750. declare module BABYLON {
  82751. /** @hidden */
  82752. export var colorVertexShader: {
  82753. name: string;
  82754. shader: string;
  82755. };
  82756. }
  82757. declare module BABYLON {
  82758. /**
  82759. * Line mesh
  82760. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82761. */
  82762. export class LinesMesh extends Mesh {
  82763. /**
  82764. * If vertex color should be applied to the mesh
  82765. */
  82766. readonly useVertexColor?: boolean | undefined;
  82767. /**
  82768. * If vertex alpha should be applied to the mesh
  82769. */
  82770. readonly useVertexAlpha?: boolean | undefined;
  82771. /**
  82772. * Color of the line (Default: White)
  82773. */
  82774. color: Color3;
  82775. /**
  82776. * Alpha of the line (Default: 1)
  82777. */
  82778. alpha: number;
  82779. /**
  82780. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82781. * This margin is expressed in world space coordinates, so its value may vary.
  82782. * Default value is 0.1
  82783. */
  82784. intersectionThreshold: number;
  82785. private _colorShader;
  82786. private color4;
  82787. /**
  82788. * Creates a new LinesMesh
  82789. * @param name defines the name
  82790. * @param scene defines the hosting scene
  82791. * @param parent defines the parent mesh if any
  82792. * @param source defines the optional source LinesMesh used to clone data from
  82793. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82794. * When false, achieved by calling a clone(), also passing False.
  82795. * This will make creation of children, recursive.
  82796. * @param useVertexColor defines if this LinesMesh supports vertex color
  82797. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82798. */
  82799. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82800. /**
  82801. * If vertex color should be applied to the mesh
  82802. */
  82803. useVertexColor?: boolean | undefined,
  82804. /**
  82805. * If vertex alpha should be applied to the mesh
  82806. */
  82807. useVertexAlpha?: boolean | undefined);
  82808. private _addClipPlaneDefine;
  82809. private _removeClipPlaneDefine;
  82810. isReady(): boolean;
  82811. /**
  82812. * Returns the string "LineMesh"
  82813. */
  82814. getClassName(): string;
  82815. /**
  82816. * @hidden
  82817. */
  82818. /**
  82819. * @hidden
  82820. */
  82821. material: Material;
  82822. /**
  82823. * @hidden
  82824. */
  82825. readonly checkCollisions: boolean;
  82826. /** @hidden */
  82827. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82828. /** @hidden */
  82829. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82830. /**
  82831. * Disposes of the line mesh
  82832. * @param doNotRecurse If children should be disposed
  82833. */
  82834. dispose(doNotRecurse?: boolean): void;
  82835. /**
  82836. * Returns a new LineMesh object cloned from the current one.
  82837. */
  82838. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82839. /**
  82840. * Creates a new InstancedLinesMesh object from the mesh model.
  82841. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82842. * @param name defines the name of the new instance
  82843. * @returns a new InstancedLinesMesh
  82844. */
  82845. createInstance(name: string): InstancedLinesMesh;
  82846. }
  82847. /**
  82848. * Creates an instance based on a source LinesMesh
  82849. */
  82850. export class InstancedLinesMesh extends InstancedMesh {
  82851. /**
  82852. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82853. * This margin is expressed in world space coordinates, so its value may vary.
  82854. * Initilized with the intersectionThreshold value of the source LinesMesh
  82855. */
  82856. intersectionThreshold: number;
  82857. constructor(name: string, source: LinesMesh);
  82858. /**
  82859. * Returns the string "InstancedLinesMesh".
  82860. */
  82861. getClassName(): string;
  82862. }
  82863. }
  82864. declare module BABYLON {
  82865. /** @hidden */
  82866. export var linePixelShader: {
  82867. name: string;
  82868. shader: string;
  82869. };
  82870. }
  82871. declare module BABYLON {
  82872. /** @hidden */
  82873. export var lineVertexShader: {
  82874. name: string;
  82875. shader: string;
  82876. };
  82877. }
  82878. declare module BABYLON {
  82879. interface AbstractMesh {
  82880. /**
  82881. * Gets the edgesRenderer associated with the mesh
  82882. */
  82883. edgesRenderer: Nullable<EdgesRenderer>;
  82884. }
  82885. interface LinesMesh {
  82886. /**
  82887. * Enables the edge rendering mode on the mesh.
  82888. * This mode makes the mesh edges visible
  82889. * @param epsilon defines the maximal distance between two angles to detect a face
  82890. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82891. * @returns the currentAbstractMesh
  82892. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82893. */
  82894. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  82895. }
  82896. interface InstancedLinesMesh {
  82897. /**
  82898. * Enables the edge rendering mode on the mesh.
  82899. * This mode makes the mesh edges visible
  82900. * @param epsilon defines the maximal distance between two angles to detect a face
  82901. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82902. * @returns the current InstancedLinesMesh
  82903. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82904. */
  82905. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  82906. }
  82907. /**
  82908. * Defines the minimum contract an Edges renderer should follow.
  82909. */
  82910. export interface IEdgesRenderer extends IDisposable {
  82911. /**
  82912. * Gets or sets a boolean indicating if the edgesRenderer is active
  82913. */
  82914. isEnabled: boolean;
  82915. /**
  82916. * Renders the edges of the attached mesh,
  82917. */
  82918. render(): void;
  82919. /**
  82920. * Checks wether or not the edges renderer is ready to render.
  82921. * @return true if ready, otherwise false.
  82922. */
  82923. isReady(): boolean;
  82924. }
  82925. /**
  82926. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  82927. */
  82928. export class EdgesRenderer implements IEdgesRenderer {
  82929. /**
  82930. * Define the size of the edges with an orthographic camera
  82931. */
  82932. edgesWidthScalerForOrthographic: number;
  82933. /**
  82934. * Define the size of the edges with a perspective camera
  82935. */
  82936. edgesWidthScalerForPerspective: number;
  82937. protected _source: AbstractMesh;
  82938. protected _linesPositions: number[];
  82939. protected _linesNormals: number[];
  82940. protected _linesIndices: number[];
  82941. protected _epsilon: number;
  82942. protected _indicesCount: number;
  82943. protected _lineShader: ShaderMaterial;
  82944. protected _ib: DataBuffer;
  82945. protected _buffers: {
  82946. [key: string]: Nullable<VertexBuffer>;
  82947. };
  82948. protected _checkVerticesInsteadOfIndices: boolean;
  82949. private _meshRebuildObserver;
  82950. private _meshDisposeObserver;
  82951. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  82952. isEnabled: boolean;
  82953. /**
  82954. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  82955. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  82956. * @param source Mesh used to create edges
  82957. * @param epsilon sum of angles in adjacency to check for edge
  82958. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  82959. * @param generateEdgesLines - should generate Lines or only prepare resources.
  82960. */
  82961. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  82962. protected _prepareRessources(): void;
  82963. /** @hidden */
  82964. _rebuild(): void;
  82965. /**
  82966. * Releases the required resources for the edges renderer
  82967. */
  82968. dispose(): void;
  82969. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  82970. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  82971. /**
  82972. * Checks if the pair of p0 and p1 is en edge
  82973. * @param faceIndex
  82974. * @param edge
  82975. * @param faceNormals
  82976. * @param p0
  82977. * @param p1
  82978. * @private
  82979. */
  82980. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  82981. /**
  82982. * push line into the position, normal and index buffer
  82983. * @protected
  82984. */
  82985. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  82986. /**
  82987. * Generates lines edges from adjacencjes
  82988. * @private
  82989. */
  82990. _generateEdgesLines(): void;
  82991. /**
  82992. * Checks wether or not the edges renderer is ready to render.
  82993. * @return true if ready, otherwise false.
  82994. */
  82995. isReady(): boolean;
  82996. /**
  82997. * Renders the edges of the attached mesh,
  82998. */
  82999. render(): void;
  83000. }
  83001. /**
  83002. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83003. */
  83004. export class LineEdgesRenderer extends EdgesRenderer {
  83005. /**
  83006. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83007. * @param source LineMesh used to generate edges
  83008. * @param epsilon not important (specified angle for edge detection)
  83009. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83010. */
  83011. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83012. /**
  83013. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83014. */
  83015. _generateEdgesLines(): void;
  83016. }
  83017. }
  83018. declare module BABYLON {
  83019. /**
  83020. * This represents the object necessary to create a rendering group.
  83021. * This is exclusively used and created by the rendering manager.
  83022. * To modify the behavior, you use the available helpers in your scene or meshes.
  83023. * @hidden
  83024. */
  83025. export class RenderingGroup {
  83026. index: number;
  83027. private static _zeroVector;
  83028. private _scene;
  83029. private _opaqueSubMeshes;
  83030. private _transparentSubMeshes;
  83031. private _alphaTestSubMeshes;
  83032. private _depthOnlySubMeshes;
  83033. private _particleSystems;
  83034. private _spriteManagers;
  83035. private _opaqueSortCompareFn;
  83036. private _alphaTestSortCompareFn;
  83037. private _transparentSortCompareFn;
  83038. private _renderOpaque;
  83039. private _renderAlphaTest;
  83040. private _renderTransparent;
  83041. /** @hidden */
  83042. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83043. onBeforeTransparentRendering: () => void;
  83044. /**
  83045. * Set the opaque sort comparison function.
  83046. * If null the sub meshes will be render in the order they were created
  83047. */
  83048. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83049. /**
  83050. * Set the alpha test sort comparison function.
  83051. * If null the sub meshes will be render in the order they were created
  83052. */
  83053. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83054. /**
  83055. * Set the transparent sort comparison function.
  83056. * If null the sub meshes will be render in the order they were created
  83057. */
  83058. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83059. /**
  83060. * Creates a new rendering group.
  83061. * @param index The rendering group index
  83062. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83063. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83064. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83065. */
  83066. 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>);
  83067. /**
  83068. * Render all the sub meshes contained in the group.
  83069. * @param customRenderFunction Used to override the default render behaviour of the group.
  83070. * @returns true if rendered some submeshes.
  83071. */
  83072. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83073. /**
  83074. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83075. * @param subMeshes The submeshes to render
  83076. */
  83077. private renderOpaqueSorted;
  83078. /**
  83079. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83080. * @param subMeshes The submeshes to render
  83081. */
  83082. private renderAlphaTestSorted;
  83083. /**
  83084. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83085. * @param subMeshes The submeshes to render
  83086. */
  83087. private renderTransparentSorted;
  83088. /**
  83089. * Renders the submeshes in a specified order.
  83090. * @param subMeshes The submeshes to sort before render
  83091. * @param sortCompareFn The comparison function use to sort
  83092. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83093. * @param transparent Specifies to activate blending if true
  83094. */
  83095. private static renderSorted;
  83096. /**
  83097. * Renders the submeshes in the order they were dispatched (no sort applied).
  83098. * @param subMeshes The submeshes to render
  83099. */
  83100. private static renderUnsorted;
  83101. /**
  83102. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83103. * are rendered back to front if in the same alpha index.
  83104. *
  83105. * @param a The first submesh
  83106. * @param b The second submesh
  83107. * @returns The result of the comparison
  83108. */
  83109. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83110. /**
  83111. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83112. * are rendered back to front.
  83113. *
  83114. * @param a The first submesh
  83115. * @param b The second submesh
  83116. * @returns The result of the comparison
  83117. */
  83118. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83119. /**
  83120. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83121. * are rendered front to back (prevent overdraw).
  83122. *
  83123. * @param a The first submesh
  83124. * @param b The second submesh
  83125. * @returns The result of the comparison
  83126. */
  83127. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83128. /**
  83129. * Resets the different lists of submeshes to prepare a new frame.
  83130. */
  83131. prepare(): void;
  83132. dispose(): void;
  83133. /**
  83134. * Inserts the submesh in its correct queue depending on its material.
  83135. * @param subMesh The submesh to dispatch
  83136. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83137. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83138. */
  83139. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83140. dispatchSprites(spriteManager: ISpriteManager): void;
  83141. dispatchParticles(particleSystem: IParticleSystem): void;
  83142. private _renderParticles;
  83143. private _renderSprites;
  83144. }
  83145. }
  83146. declare module BABYLON {
  83147. /**
  83148. * Interface describing the different options available in the rendering manager
  83149. * regarding Auto Clear between groups.
  83150. */
  83151. export interface IRenderingManagerAutoClearSetup {
  83152. /**
  83153. * Defines whether or not autoclear is enable.
  83154. */
  83155. autoClear: boolean;
  83156. /**
  83157. * Defines whether or not to autoclear the depth buffer.
  83158. */
  83159. depth: boolean;
  83160. /**
  83161. * Defines whether or not to autoclear the stencil buffer.
  83162. */
  83163. stencil: boolean;
  83164. }
  83165. /**
  83166. * This class is used by the onRenderingGroupObservable
  83167. */
  83168. export class RenderingGroupInfo {
  83169. /**
  83170. * The Scene that being rendered
  83171. */
  83172. scene: Scene;
  83173. /**
  83174. * The camera currently used for the rendering pass
  83175. */
  83176. camera: Nullable<Camera>;
  83177. /**
  83178. * The ID of the renderingGroup being processed
  83179. */
  83180. renderingGroupId: number;
  83181. }
  83182. /**
  83183. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83184. * It is enable to manage the different groups as well as the different necessary sort functions.
  83185. * This should not be used directly aside of the few static configurations
  83186. */
  83187. export class RenderingManager {
  83188. /**
  83189. * The max id used for rendering groups (not included)
  83190. */
  83191. static MAX_RENDERINGGROUPS: number;
  83192. /**
  83193. * The min id used for rendering groups (included)
  83194. */
  83195. static MIN_RENDERINGGROUPS: number;
  83196. /**
  83197. * Used to globally prevent autoclearing scenes.
  83198. */
  83199. static AUTOCLEAR: boolean;
  83200. /**
  83201. * @hidden
  83202. */
  83203. _useSceneAutoClearSetup: boolean;
  83204. private _scene;
  83205. private _renderingGroups;
  83206. private _depthStencilBufferAlreadyCleaned;
  83207. private _autoClearDepthStencil;
  83208. private _customOpaqueSortCompareFn;
  83209. private _customAlphaTestSortCompareFn;
  83210. private _customTransparentSortCompareFn;
  83211. private _renderingGroupInfo;
  83212. /**
  83213. * Instantiates a new rendering group for a particular scene
  83214. * @param scene Defines the scene the groups belongs to
  83215. */
  83216. constructor(scene: Scene);
  83217. private _clearDepthStencilBuffer;
  83218. /**
  83219. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83220. * @hidden
  83221. */
  83222. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83223. /**
  83224. * Resets the different information of the group to prepare a new frame
  83225. * @hidden
  83226. */
  83227. reset(): void;
  83228. /**
  83229. * Dispose and release the group and its associated resources.
  83230. * @hidden
  83231. */
  83232. dispose(): void;
  83233. /**
  83234. * Clear the info related to rendering groups preventing retention points during dispose.
  83235. */
  83236. freeRenderingGroups(): void;
  83237. private _prepareRenderingGroup;
  83238. /**
  83239. * Add a sprite manager to the rendering manager in order to render it this frame.
  83240. * @param spriteManager Define the sprite manager to render
  83241. */
  83242. dispatchSprites(spriteManager: ISpriteManager): void;
  83243. /**
  83244. * Add a particle system to the rendering manager in order to render it this frame.
  83245. * @param particleSystem Define the particle system to render
  83246. */
  83247. dispatchParticles(particleSystem: IParticleSystem): void;
  83248. /**
  83249. * Add a submesh to the manager in order to render it this frame
  83250. * @param subMesh The submesh to dispatch
  83251. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83252. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83253. */
  83254. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83255. /**
  83256. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83257. * This allowed control for front to back rendering or reversly depending of the special needs.
  83258. *
  83259. * @param renderingGroupId The rendering group id corresponding to its index
  83260. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83261. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83262. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83263. */
  83264. 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;
  83265. /**
  83266. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83267. *
  83268. * @param renderingGroupId The rendering group id corresponding to its index
  83269. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83270. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83271. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83272. */
  83273. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83274. /**
  83275. * Gets the current auto clear configuration for one rendering group of the rendering
  83276. * manager.
  83277. * @param index the rendering group index to get the information for
  83278. * @returns The auto clear setup for the requested rendering group
  83279. */
  83280. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83281. }
  83282. }
  83283. declare module BABYLON {
  83284. /**
  83285. * This Helps creating a texture that will be created from a camera in your scene.
  83286. * It is basically a dynamic texture that could be used to create special effects for instance.
  83287. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83288. */
  83289. export class RenderTargetTexture extends Texture {
  83290. isCube: boolean;
  83291. /**
  83292. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83293. */
  83294. static readonly REFRESHRATE_RENDER_ONCE: number;
  83295. /**
  83296. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83297. */
  83298. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83299. /**
  83300. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83301. * the central point of your effect and can save a lot of performances.
  83302. */
  83303. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83304. /**
  83305. * Use this predicate to dynamically define the list of mesh you want to render.
  83306. * If set, the renderList property will be overwritten.
  83307. */
  83308. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83309. private _renderList;
  83310. /**
  83311. * Use this list to define the list of mesh you want to render.
  83312. */
  83313. renderList: Nullable<Array<AbstractMesh>>;
  83314. private _hookArray;
  83315. /**
  83316. * Define if particles should be rendered in your texture.
  83317. */
  83318. renderParticles: boolean;
  83319. /**
  83320. * Define if sprites should be rendered in your texture.
  83321. */
  83322. renderSprites: boolean;
  83323. /**
  83324. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83325. */
  83326. coordinatesMode: number;
  83327. /**
  83328. * Define the camera used to render the texture.
  83329. */
  83330. activeCamera: Nullable<Camera>;
  83331. /**
  83332. * Override the render function of the texture with your own one.
  83333. */
  83334. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83335. /**
  83336. * Define if camera post processes should be use while rendering the texture.
  83337. */
  83338. useCameraPostProcesses: boolean;
  83339. /**
  83340. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83341. */
  83342. ignoreCameraViewport: boolean;
  83343. private _postProcessManager;
  83344. private _postProcesses;
  83345. private _resizeObserver;
  83346. /**
  83347. * An event triggered when the texture is unbind.
  83348. */
  83349. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83350. /**
  83351. * An event triggered when the texture is unbind.
  83352. */
  83353. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83354. private _onAfterUnbindObserver;
  83355. /**
  83356. * Set a after unbind callback in the texture.
  83357. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83358. */
  83359. onAfterUnbind: () => void;
  83360. /**
  83361. * An event triggered before rendering the texture
  83362. */
  83363. onBeforeRenderObservable: Observable<number>;
  83364. private _onBeforeRenderObserver;
  83365. /**
  83366. * Set a before render callback in the texture.
  83367. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83368. */
  83369. onBeforeRender: (faceIndex: number) => void;
  83370. /**
  83371. * An event triggered after rendering the texture
  83372. */
  83373. onAfterRenderObservable: Observable<number>;
  83374. private _onAfterRenderObserver;
  83375. /**
  83376. * Set a after render callback in the texture.
  83377. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83378. */
  83379. onAfterRender: (faceIndex: number) => void;
  83380. /**
  83381. * An event triggered after the texture clear
  83382. */
  83383. onClearObservable: Observable<Engine>;
  83384. private _onClearObserver;
  83385. /**
  83386. * Set a clear callback in the texture.
  83387. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83388. */
  83389. onClear: (Engine: Engine) => void;
  83390. /**
  83391. * Define the clear color of the Render Target if it should be different from the scene.
  83392. */
  83393. clearColor: Color4;
  83394. protected _size: number | {
  83395. width: number;
  83396. height: number;
  83397. };
  83398. protected _initialSizeParameter: number | {
  83399. width: number;
  83400. height: number;
  83401. } | {
  83402. ratio: number;
  83403. };
  83404. protected _sizeRatio: Nullable<number>;
  83405. /** @hidden */
  83406. _generateMipMaps: boolean;
  83407. protected _renderingManager: RenderingManager;
  83408. /** @hidden */
  83409. _waitingRenderList: string[];
  83410. protected _doNotChangeAspectRatio: boolean;
  83411. protected _currentRefreshId: number;
  83412. protected _refreshRate: number;
  83413. protected _textureMatrix: Matrix;
  83414. protected _samples: number;
  83415. protected _renderTargetOptions: RenderTargetCreationOptions;
  83416. /**
  83417. * Gets render target creation options that were used.
  83418. */
  83419. readonly renderTargetOptions: RenderTargetCreationOptions;
  83420. protected _engine: Engine;
  83421. protected _onRatioRescale(): void;
  83422. /**
  83423. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83424. * It must define where the camera used to render the texture is set
  83425. */
  83426. boundingBoxPosition: Vector3;
  83427. private _boundingBoxSize;
  83428. /**
  83429. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83430. * When defined, the cubemap will switch to local mode
  83431. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83432. * @example https://www.babylonjs-playground.com/#RNASML
  83433. */
  83434. boundingBoxSize: Vector3;
  83435. /**
  83436. * In case the RTT has been created with a depth texture, get the associated
  83437. * depth texture.
  83438. * Otherwise, return null.
  83439. */
  83440. depthStencilTexture: Nullable<InternalTexture>;
  83441. /**
  83442. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83443. * or used a shadow, depth texture...
  83444. * @param name The friendly name of the texture
  83445. * @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)
  83446. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83447. * @param generateMipMaps True if mip maps need to be generated after render.
  83448. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83449. * @param type The type of the buffer in the RTT (int, half float, float...)
  83450. * @param isCube True if a cube texture needs to be created
  83451. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83452. * @param generateDepthBuffer True to generate a depth buffer
  83453. * @param generateStencilBuffer True to generate a stencil buffer
  83454. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83455. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83456. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83457. */
  83458. constructor(name: string, size: number | {
  83459. width: number;
  83460. height: number;
  83461. } | {
  83462. ratio: number;
  83463. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83464. /**
  83465. * Creates a depth stencil texture.
  83466. * This is only available in WebGL 2 or with the depth texture extension available.
  83467. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83468. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83469. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83470. */
  83471. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83472. private _processSizeParameter;
  83473. /**
  83474. * Define the number of samples to use in case of MSAA.
  83475. * It defaults to one meaning no MSAA has been enabled.
  83476. */
  83477. samples: number;
  83478. /**
  83479. * Resets the refresh counter of the texture and start bak from scratch.
  83480. * Could be useful to regenerate the texture if it is setup to render only once.
  83481. */
  83482. resetRefreshCounter(): void;
  83483. /**
  83484. * Define the refresh rate of the texture or the rendering frequency.
  83485. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83486. */
  83487. refreshRate: number;
  83488. /**
  83489. * Adds a post process to the render target rendering passes.
  83490. * @param postProcess define the post process to add
  83491. */
  83492. addPostProcess(postProcess: PostProcess): void;
  83493. /**
  83494. * Clear all the post processes attached to the render target
  83495. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83496. */
  83497. clearPostProcesses(dispose?: boolean): void;
  83498. /**
  83499. * Remove one of the post process from the list of attached post processes to the texture
  83500. * @param postProcess define the post process to remove from the list
  83501. */
  83502. removePostProcess(postProcess: PostProcess): void;
  83503. /** @hidden */
  83504. _shouldRender(): boolean;
  83505. /**
  83506. * Gets the actual render size of the texture.
  83507. * @returns the width of the render size
  83508. */
  83509. getRenderSize(): number;
  83510. /**
  83511. * Gets the actual render width of the texture.
  83512. * @returns the width of the render size
  83513. */
  83514. getRenderWidth(): number;
  83515. /**
  83516. * Gets the actual render height of the texture.
  83517. * @returns the height of the render size
  83518. */
  83519. getRenderHeight(): number;
  83520. /**
  83521. * Get if the texture can be rescaled or not.
  83522. */
  83523. readonly canRescale: boolean;
  83524. /**
  83525. * Resize the texture using a ratio.
  83526. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83527. */
  83528. scale(ratio: number): void;
  83529. /**
  83530. * Get the texture reflection matrix used to rotate/transform the reflection.
  83531. * @returns the reflection matrix
  83532. */
  83533. getReflectionTextureMatrix(): Matrix;
  83534. /**
  83535. * Resize the texture to a new desired size.
  83536. * Be carrefull as it will recreate all the data in the new texture.
  83537. * @param size Define the new size. It can be:
  83538. * - a number for squared texture,
  83539. * - an object containing { width: number, height: number }
  83540. * - or an object containing a ratio { ratio: number }
  83541. */
  83542. resize(size: number | {
  83543. width: number;
  83544. height: number;
  83545. } | {
  83546. ratio: number;
  83547. }): void;
  83548. /**
  83549. * Renders all the objects from the render list into the texture.
  83550. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83551. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83552. */
  83553. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83554. private _bestReflectionRenderTargetDimension;
  83555. /**
  83556. * @hidden
  83557. * @param faceIndex face index to bind to if this is a cubetexture
  83558. */
  83559. _bindFrameBuffer(faceIndex?: number): void;
  83560. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83561. private renderToTarget;
  83562. /**
  83563. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83564. * This allowed control for front to back rendering or reversly depending of the special needs.
  83565. *
  83566. * @param renderingGroupId The rendering group id corresponding to its index
  83567. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83568. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83569. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83570. */
  83571. 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;
  83572. /**
  83573. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83574. *
  83575. * @param renderingGroupId The rendering group id corresponding to its index
  83576. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83577. */
  83578. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83579. /**
  83580. * Clones the texture.
  83581. * @returns the cloned texture
  83582. */
  83583. clone(): RenderTargetTexture;
  83584. /**
  83585. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83586. * @returns The JSON representation of the texture
  83587. */
  83588. serialize(): any;
  83589. /**
  83590. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83591. */
  83592. disposeFramebufferObjects(): void;
  83593. /**
  83594. * Dispose the texture and release its associated resources.
  83595. */
  83596. dispose(): void;
  83597. /** @hidden */
  83598. _rebuild(): void;
  83599. /**
  83600. * Clear the info related to rendering groups preventing retention point in material dispose.
  83601. */
  83602. freeRenderingGroups(): void;
  83603. /**
  83604. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83605. * @returns the view count
  83606. */
  83607. getViewCount(): number;
  83608. }
  83609. }
  83610. declare module BABYLON {
  83611. /**
  83612. * Base class for the main features of a material in Babylon.js
  83613. */
  83614. export class Material implements IAnimatable {
  83615. /**
  83616. * Returns the triangle fill mode
  83617. */
  83618. static readonly TriangleFillMode: number;
  83619. /**
  83620. * Returns the wireframe mode
  83621. */
  83622. static readonly WireFrameFillMode: number;
  83623. /**
  83624. * Returns the point fill mode
  83625. */
  83626. static readonly PointFillMode: number;
  83627. /**
  83628. * Returns the point list draw mode
  83629. */
  83630. static readonly PointListDrawMode: number;
  83631. /**
  83632. * Returns the line list draw mode
  83633. */
  83634. static readonly LineListDrawMode: number;
  83635. /**
  83636. * Returns the line loop draw mode
  83637. */
  83638. static readonly LineLoopDrawMode: number;
  83639. /**
  83640. * Returns the line strip draw mode
  83641. */
  83642. static readonly LineStripDrawMode: number;
  83643. /**
  83644. * Returns the triangle strip draw mode
  83645. */
  83646. static readonly TriangleStripDrawMode: number;
  83647. /**
  83648. * Returns the triangle fan draw mode
  83649. */
  83650. static readonly TriangleFanDrawMode: number;
  83651. /**
  83652. * Stores the clock-wise side orientation
  83653. */
  83654. static readonly ClockWiseSideOrientation: number;
  83655. /**
  83656. * Stores the counter clock-wise side orientation
  83657. */
  83658. static readonly CounterClockWiseSideOrientation: number;
  83659. /**
  83660. * The dirty texture flag value
  83661. */
  83662. static readonly TextureDirtyFlag: number;
  83663. /**
  83664. * The dirty light flag value
  83665. */
  83666. static readonly LightDirtyFlag: number;
  83667. /**
  83668. * The dirty fresnel flag value
  83669. */
  83670. static readonly FresnelDirtyFlag: number;
  83671. /**
  83672. * The dirty attribute flag value
  83673. */
  83674. static readonly AttributesDirtyFlag: number;
  83675. /**
  83676. * The dirty misc flag value
  83677. */
  83678. static readonly MiscDirtyFlag: number;
  83679. /**
  83680. * The all dirty flag value
  83681. */
  83682. static readonly AllDirtyFlag: number;
  83683. /**
  83684. * The ID of the material
  83685. */
  83686. id: string;
  83687. /**
  83688. * Gets or sets the unique id of the material
  83689. */
  83690. uniqueId: number;
  83691. /**
  83692. * The name of the material
  83693. */
  83694. name: string;
  83695. /**
  83696. * Gets or sets user defined metadata
  83697. */
  83698. metadata: any;
  83699. /**
  83700. * For internal use only. Please do not use.
  83701. */
  83702. reservedDataStore: any;
  83703. /**
  83704. * Specifies if the ready state should be checked on each call
  83705. */
  83706. checkReadyOnEveryCall: boolean;
  83707. /**
  83708. * Specifies if the ready state should be checked once
  83709. */
  83710. checkReadyOnlyOnce: boolean;
  83711. /**
  83712. * The state of the material
  83713. */
  83714. state: string;
  83715. /**
  83716. * The alpha value of the material
  83717. */
  83718. protected _alpha: number;
  83719. /**
  83720. * List of inspectable custom properties (used by the Inspector)
  83721. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83722. */
  83723. inspectableCustomProperties: IInspectable[];
  83724. /**
  83725. * Sets the alpha value of the material
  83726. */
  83727. /**
  83728. * Gets the alpha value of the material
  83729. */
  83730. alpha: number;
  83731. /**
  83732. * Specifies if back face culling is enabled
  83733. */
  83734. protected _backFaceCulling: boolean;
  83735. /**
  83736. * Sets the back-face culling state
  83737. */
  83738. /**
  83739. * Gets the back-face culling state
  83740. */
  83741. backFaceCulling: boolean;
  83742. /**
  83743. * Stores the value for side orientation
  83744. */
  83745. sideOrientation: number;
  83746. /**
  83747. * Callback triggered when the material is compiled
  83748. */
  83749. onCompiled: Nullable<(effect: Effect) => void>;
  83750. /**
  83751. * Callback triggered when an error occurs
  83752. */
  83753. onError: Nullable<(effect: Effect, errors: string) => void>;
  83754. /**
  83755. * Callback triggered to get the render target textures
  83756. */
  83757. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83758. /**
  83759. * Gets a boolean indicating that current material needs to register RTT
  83760. */
  83761. readonly hasRenderTargetTextures: boolean;
  83762. /**
  83763. * Specifies if the material should be serialized
  83764. */
  83765. doNotSerialize: boolean;
  83766. /**
  83767. * @hidden
  83768. */
  83769. _storeEffectOnSubMeshes: boolean;
  83770. /**
  83771. * Stores the animations for the material
  83772. */
  83773. animations: Nullable<Array<Animation>>;
  83774. /**
  83775. * An event triggered when the material is disposed
  83776. */
  83777. onDisposeObservable: Observable<Material>;
  83778. /**
  83779. * An observer which watches for dispose events
  83780. */
  83781. private _onDisposeObserver;
  83782. private _onUnBindObservable;
  83783. /**
  83784. * Called during a dispose event
  83785. */
  83786. onDispose: () => void;
  83787. private _onBindObservable;
  83788. /**
  83789. * An event triggered when the material is bound
  83790. */
  83791. readonly onBindObservable: Observable<AbstractMesh>;
  83792. /**
  83793. * An observer which watches for bind events
  83794. */
  83795. private _onBindObserver;
  83796. /**
  83797. * Called during a bind event
  83798. */
  83799. onBind: (Mesh: AbstractMesh) => void;
  83800. /**
  83801. * An event triggered when the material is unbound
  83802. */
  83803. readonly onUnBindObservable: Observable<Material>;
  83804. /**
  83805. * Stores the value of the alpha mode
  83806. */
  83807. private _alphaMode;
  83808. /**
  83809. * Sets the value of the alpha mode.
  83810. *
  83811. * | Value | Type | Description |
  83812. * | --- | --- | --- |
  83813. * | 0 | ALPHA_DISABLE | |
  83814. * | 1 | ALPHA_ADD | |
  83815. * | 2 | ALPHA_COMBINE | |
  83816. * | 3 | ALPHA_SUBTRACT | |
  83817. * | 4 | ALPHA_MULTIPLY | |
  83818. * | 5 | ALPHA_MAXIMIZED | |
  83819. * | 6 | ALPHA_ONEONE | |
  83820. * | 7 | ALPHA_PREMULTIPLIED | |
  83821. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83822. * | 9 | ALPHA_INTERPOLATE | |
  83823. * | 10 | ALPHA_SCREENMODE | |
  83824. *
  83825. */
  83826. /**
  83827. * Gets the value of the alpha mode
  83828. */
  83829. alphaMode: number;
  83830. /**
  83831. * Stores the state of the need depth pre-pass value
  83832. */
  83833. private _needDepthPrePass;
  83834. /**
  83835. * Sets the need depth pre-pass value
  83836. */
  83837. /**
  83838. * Gets the depth pre-pass value
  83839. */
  83840. needDepthPrePass: boolean;
  83841. /**
  83842. * Specifies if depth writing should be disabled
  83843. */
  83844. disableDepthWrite: boolean;
  83845. /**
  83846. * Specifies if depth writing should be forced
  83847. */
  83848. forceDepthWrite: boolean;
  83849. /**
  83850. * Specifies if there should be a separate pass for culling
  83851. */
  83852. separateCullingPass: boolean;
  83853. /**
  83854. * Stores the state specifing if fog should be enabled
  83855. */
  83856. private _fogEnabled;
  83857. /**
  83858. * Sets the state for enabling fog
  83859. */
  83860. /**
  83861. * Gets the value of the fog enabled state
  83862. */
  83863. fogEnabled: boolean;
  83864. /**
  83865. * Stores the size of points
  83866. */
  83867. pointSize: number;
  83868. /**
  83869. * Stores the z offset value
  83870. */
  83871. zOffset: number;
  83872. /**
  83873. * Gets a value specifying if wireframe mode is enabled
  83874. */
  83875. /**
  83876. * Sets the state of wireframe mode
  83877. */
  83878. wireframe: boolean;
  83879. /**
  83880. * Gets the value specifying if point clouds are enabled
  83881. */
  83882. /**
  83883. * Sets the state of point cloud mode
  83884. */
  83885. pointsCloud: boolean;
  83886. /**
  83887. * Gets the material fill mode
  83888. */
  83889. /**
  83890. * Sets the material fill mode
  83891. */
  83892. fillMode: number;
  83893. /**
  83894. * @hidden
  83895. * Stores the effects for the material
  83896. */
  83897. _effect: Nullable<Effect>;
  83898. /**
  83899. * @hidden
  83900. * Specifies if the material was previously ready
  83901. */
  83902. _wasPreviouslyReady: boolean;
  83903. /**
  83904. * Specifies if uniform buffers should be used
  83905. */
  83906. private _useUBO;
  83907. /**
  83908. * Stores a reference to the scene
  83909. */
  83910. private _scene;
  83911. /**
  83912. * Stores the fill mode state
  83913. */
  83914. private _fillMode;
  83915. /**
  83916. * Specifies if the depth write state should be cached
  83917. */
  83918. private _cachedDepthWriteState;
  83919. /**
  83920. * Stores the uniform buffer
  83921. */
  83922. protected _uniformBuffer: UniformBuffer;
  83923. /** @hidden */
  83924. _indexInSceneMaterialArray: number;
  83925. /** @hidden */
  83926. meshMap: Nullable<{
  83927. [id: string]: AbstractMesh | undefined;
  83928. }>;
  83929. /**
  83930. * Creates a material instance
  83931. * @param name defines the name of the material
  83932. * @param scene defines the scene to reference
  83933. * @param doNotAdd specifies if the material should be added to the scene
  83934. */
  83935. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  83936. /**
  83937. * Returns a string representation of the current material
  83938. * @param fullDetails defines a boolean indicating which levels of logging is desired
  83939. * @returns a string with material information
  83940. */
  83941. toString(fullDetails?: boolean): string;
  83942. /**
  83943. * Gets the class name of the material
  83944. * @returns a string with the class name of the material
  83945. */
  83946. getClassName(): string;
  83947. /**
  83948. * Specifies if updates for the material been locked
  83949. */
  83950. readonly isFrozen: boolean;
  83951. /**
  83952. * Locks updates for the material
  83953. */
  83954. freeze(): void;
  83955. /**
  83956. * Unlocks updates for the material
  83957. */
  83958. unfreeze(): void;
  83959. /**
  83960. * Specifies if the material is ready to be used
  83961. * @param mesh defines the mesh to check
  83962. * @param useInstances specifies if instances should be used
  83963. * @returns a boolean indicating if the material is ready to be used
  83964. */
  83965. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83966. /**
  83967. * Specifies that the submesh is ready to be used
  83968. * @param mesh defines the mesh to check
  83969. * @param subMesh defines which submesh to check
  83970. * @param useInstances specifies that instances should be used
  83971. * @returns a boolean indicating that the submesh is ready or not
  83972. */
  83973. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83974. /**
  83975. * Returns the material effect
  83976. * @returns the effect associated with the material
  83977. */
  83978. getEffect(): Nullable<Effect>;
  83979. /**
  83980. * Returns the current scene
  83981. * @returns a Scene
  83982. */
  83983. getScene(): Scene;
  83984. /**
  83985. * Specifies if the material will require alpha blending
  83986. * @returns a boolean specifying if alpha blending is needed
  83987. */
  83988. needAlphaBlending(): boolean;
  83989. /**
  83990. * Specifies if the mesh will require alpha blending
  83991. * @param mesh defines the mesh to check
  83992. * @returns a boolean specifying if alpha blending is needed for the mesh
  83993. */
  83994. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  83995. /**
  83996. * Specifies if this material should be rendered in alpha test mode
  83997. * @returns a boolean specifying if an alpha test is needed.
  83998. */
  83999. needAlphaTesting(): boolean;
  84000. /**
  84001. * Gets the texture used for the alpha test
  84002. * @returns the texture to use for alpha testing
  84003. */
  84004. getAlphaTestTexture(): Nullable<BaseTexture>;
  84005. /**
  84006. * Marks the material to indicate that it needs to be re-calculated
  84007. */
  84008. markDirty(): void;
  84009. /** @hidden */
  84010. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84011. /**
  84012. * Binds the material to the mesh
  84013. * @param world defines the world transformation matrix
  84014. * @param mesh defines the mesh to bind the material to
  84015. */
  84016. bind(world: Matrix, mesh?: Mesh): void;
  84017. /**
  84018. * Binds the submesh to the material
  84019. * @param world defines the world transformation matrix
  84020. * @param mesh defines the mesh containing the submesh
  84021. * @param subMesh defines the submesh to bind the material to
  84022. */
  84023. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84024. /**
  84025. * Binds the world matrix to the material
  84026. * @param world defines the world transformation matrix
  84027. */
  84028. bindOnlyWorldMatrix(world: Matrix): void;
  84029. /**
  84030. * Binds the scene's uniform buffer to the effect.
  84031. * @param effect defines the effect to bind to the scene uniform buffer
  84032. * @param sceneUbo defines the uniform buffer storing scene data
  84033. */
  84034. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84035. /**
  84036. * Binds the view matrix to the effect
  84037. * @param effect defines the effect to bind the view matrix to
  84038. */
  84039. bindView(effect: Effect): void;
  84040. /**
  84041. * Binds the view projection matrix to the effect
  84042. * @param effect defines the effect to bind the view projection matrix to
  84043. */
  84044. bindViewProjection(effect: Effect): void;
  84045. /**
  84046. * Specifies if material alpha testing should be turned on for the mesh
  84047. * @param mesh defines the mesh to check
  84048. */
  84049. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84050. /**
  84051. * Processes to execute after binding the material to a mesh
  84052. * @param mesh defines the rendered mesh
  84053. */
  84054. protected _afterBind(mesh?: Mesh): void;
  84055. /**
  84056. * Unbinds the material from the mesh
  84057. */
  84058. unbind(): void;
  84059. /**
  84060. * Gets the active textures from the material
  84061. * @returns an array of textures
  84062. */
  84063. getActiveTextures(): BaseTexture[];
  84064. /**
  84065. * Specifies if the material uses a texture
  84066. * @param texture defines the texture to check against the material
  84067. * @returns a boolean specifying if the material uses the texture
  84068. */
  84069. hasTexture(texture: BaseTexture): boolean;
  84070. /**
  84071. * Makes a duplicate of the material, and gives it a new name
  84072. * @param name defines the new name for the duplicated material
  84073. * @returns the cloned material
  84074. */
  84075. clone(name: string): Nullable<Material>;
  84076. /**
  84077. * Gets the meshes bound to the material
  84078. * @returns an array of meshes bound to the material
  84079. */
  84080. getBindedMeshes(): AbstractMesh[];
  84081. /**
  84082. * Force shader compilation
  84083. * @param mesh defines the mesh associated with this material
  84084. * @param onCompiled defines a function to execute once the material is compiled
  84085. * @param options defines the options to configure the compilation
  84086. */
  84087. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84088. clipPlane: boolean;
  84089. }>): void;
  84090. /**
  84091. * Force shader compilation
  84092. * @param mesh defines the mesh that will use this material
  84093. * @param options defines additional options for compiling the shaders
  84094. * @returns a promise that resolves when the compilation completes
  84095. */
  84096. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84097. clipPlane: boolean;
  84098. }>): Promise<void>;
  84099. private static readonly _AllDirtyCallBack;
  84100. private static readonly _ImageProcessingDirtyCallBack;
  84101. private static readonly _TextureDirtyCallBack;
  84102. private static readonly _FresnelDirtyCallBack;
  84103. private static readonly _MiscDirtyCallBack;
  84104. private static readonly _LightsDirtyCallBack;
  84105. private static readonly _AttributeDirtyCallBack;
  84106. private static _FresnelAndMiscDirtyCallBack;
  84107. private static _TextureAndMiscDirtyCallBack;
  84108. private static readonly _DirtyCallbackArray;
  84109. private static readonly _RunDirtyCallBacks;
  84110. /**
  84111. * Marks a define in the material to indicate that it needs to be re-computed
  84112. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84113. */
  84114. markAsDirty(flag: number): void;
  84115. /**
  84116. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84117. * @param func defines a function which checks material defines against the submeshes
  84118. */
  84119. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84120. /**
  84121. * Indicates that we need to re-calculated for all submeshes
  84122. */
  84123. protected _markAllSubMeshesAsAllDirty(): void;
  84124. /**
  84125. * Indicates that image processing needs to be re-calculated for all submeshes
  84126. */
  84127. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84128. /**
  84129. * Indicates that textures need to be re-calculated for all submeshes
  84130. */
  84131. protected _markAllSubMeshesAsTexturesDirty(): void;
  84132. /**
  84133. * Indicates that fresnel needs to be re-calculated for all submeshes
  84134. */
  84135. protected _markAllSubMeshesAsFresnelDirty(): void;
  84136. /**
  84137. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84138. */
  84139. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84140. /**
  84141. * Indicates that lights need to be re-calculated for all submeshes
  84142. */
  84143. protected _markAllSubMeshesAsLightsDirty(): void;
  84144. /**
  84145. * Indicates that attributes need to be re-calculated for all submeshes
  84146. */
  84147. protected _markAllSubMeshesAsAttributesDirty(): void;
  84148. /**
  84149. * Indicates that misc needs to be re-calculated for all submeshes
  84150. */
  84151. protected _markAllSubMeshesAsMiscDirty(): void;
  84152. /**
  84153. * Indicates that textures and misc need to be re-calculated for all submeshes
  84154. */
  84155. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84156. /**
  84157. * Disposes the material
  84158. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84159. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84160. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84161. */
  84162. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84163. /** @hidden */
  84164. private releaseVertexArrayObject;
  84165. /**
  84166. * Serializes this material
  84167. * @returns the serialized material object
  84168. */
  84169. serialize(): any;
  84170. /**
  84171. * Creates a material from parsed material data
  84172. * @param parsedMaterial defines parsed material data
  84173. * @param scene defines the hosting scene
  84174. * @param rootUrl defines the root URL to use to load textures
  84175. * @returns a new material
  84176. */
  84177. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84178. }
  84179. }
  84180. declare module BABYLON {
  84181. /**
  84182. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84183. * separate meshes. This can be use to improve performances.
  84184. * @see http://doc.babylonjs.com/how_to/multi_materials
  84185. */
  84186. export class MultiMaterial extends Material {
  84187. private _subMaterials;
  84188. /**
  84189. * Gets or Sets the list of Materials used within the multi material.
  84190. * They need to be ordered according to the submeshes order in the associated mesh
  84191. */
  84192. subMaterials: Nullable<Material>[];
  84193. /**
  84194. * Function used to align with Node.getChildren()
  84195. * @returns the list of Materials used within the multi material
  84196. */
  84197. getChildren(): Nullable<Material>[];
  84198. /**
  84199. * Instantiates a new Multi Material
  84200. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84201. * separate meshes. This can be use to improve performances.
  84202. * @see http://doc.babylonjs.com/how_to/multi_materials
  84203. * @param name Define the name in the scene
  84204. * @param scene Define the scene the material belongs to
  84205. */
  84206. constructor(name: string, scene: Scene);
  84207. private _hookArray;
  84208. /**
  84209. * Get one of the submaterial by its index in the submaterials array
  84210. * @param index The index to look the sub material at
  84211. * @returns The Material if the index has been defined
  84212. */
  84213. getSubMaterial(index: number): Nullable<Material>;
  84214. /**
  84215. * Get the list of active textures for the whole sub materials list.
  84216. * @returns All the textures that will be used during the rendering
  84217. */
  84218. getActiveTextures(): BaseTexture[];
  84219. /**
  84220. * Gets the current class name of the material e.g. "MultiMaterial"
  84221. * Mainly use in serialization.
  84222. * @returns the class name
  84223. */
  84224. getClassName(): string;
  84225. /**
  84226. * Checks if the material is ready to render the requested sub mesh
  84227. * @param mesh Define the mesh the submesh belongs to
  84228. * @param subMesh Define the sub mesh to look readyness for
  84229. * @param useInstances Define whether or not the material is used with instances
  84230. * @returns true if ready, otherwise false
  84231. */
  84232. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84233. /**
  84234. * Clones the current material and its related sub materials
  84235. * @param name Define the name of the newly cloned material
  84236. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84237. * @returns the cloned material
  84238. */
  84239. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84240. /**
  84241. * Serializes the materials into a JSON representation.
  84242. * @returns the JSON representation
  84243. */
  84244. serialize(): any;
  84245. /**
  84246. * Dispose the material and release its associated resources
  84247. * @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)
  84248. * @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)
  84249. * @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)
  84250. */
  84251. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84252. /**
  84253. * Creates a MultiMaterial from parsed MultiMaterial data.
  84254. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84255. * @param scene defines the hosting scene
  84256. * @returns a new MultiMaterial
  84257. */
  84258. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84259. }
  84260. }
  84261. declare module BABYLON {
  84262. /**
  84263. * Base class for submeshes
  84264. */
  84265. export class BaseSubMesh {
  84266. /** @hidden */
  84267. _materialDefines: Nullable<MaterialDefines>;
  84268. /** @hidden */
  84269. _materialEffect: Nullable<Effect>;
  84270. /**
  84271. * Gets associated effect
  84272. */
  84273. readonly effect: Nullable<Effect>;
  84274. /**
  84275. * Sets associated effect (effect used to render this submesh)
  84276. * @param effect defines the effect to associate with
  84277. * @param defines defines the set of defines used to compile this effect
  84278. */
  84279. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84280. }
  84281. /**
  84282. * Defines a subdivision inside a mesh
  84283. */
  84284. export class SubMesh extends BaseSubMesh implements ICullable {
  84285. /** the material index to use */
  84286. materialIndex: number;
  84287. /** vertex index start */
  84288. verticesStart: number;
  84289. /** vertices count */
  84290. verticesCount: number;
  84291. /** index start */
  84292. indexStart: number;
  84293. /** indices count */
  84294. indexCount: number;
  84295. /** @hidden */
  84296. _linesIndexCount: number;
  84297. private _mesh;
  84298. private _renderingMesh;
  84299. private _boundingInfo;
  84300. private _linesIndexBuffer;
  84301. /** @hidden */
  84302. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84303. /** @hidden */
  84304. _trianglePlanes: Plane[];
  84305. /** @hidden */
  84306. _lastColliderTransformMatrix: Nullable<Matrix>;
  84307. /** @hidden */
  84308. _renderId: number;
  84309. /** @hidden */
  84310. _alphaIndex: number;
  84311. /** @hidden */
  84312. _distanceToCamera: number;
  84313. /** @hidden */
  84314. _id: number;
  84315. private _currentMaterial;
  84316. /**
  84317. * Add a new submesh to a mesh
  84318. * @param materialIndex defines the material index to use
  84319. * @param verticesStart defines vertex index start
  84320. * @param verticesCount defines vertices count
  84321. * @param indexStart defines index start
  84322. * @param indexCount defines indices count
  84323. * @param mesh defines the parent mesh
  84324. * @param renderingMesh defines an optional rendering mesh
  84325. * @param createBoundingBox defines if bounding box should be created for this submesh
  84326. * @returns the new submesh
  84327. */
  84328. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84329. /**
  84330. * Creates a new submesh
  84331. * @param materialIndex defines the material index to use
  84332. * @param verticesStart defines vertex index start
  84333. * @param verticesCount defines vertices count
  84334. * @param indexStart defines index start
  84335. * @param indexCount defines indices count
  84336. * @param mesh defines the parent mesh
  84337. * @param renderingMesh defines an optional rendering mesh
  84338. * @param createBoundingBox defines if bounding box should be created for this submesh
  84339. */
  84340. constructor(
  84341. /** the material index to use */
  84342. materialIndex: number,
  84343. /** vertex index start */
  84344. verticesStart: number,
  84345. /** vertices count */
  84346. verticesCount: number,
  84347. /** index start */
  84348. indexStart: number,
  84349. /** indices count */
  84350. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84351. /**
  84352. * Returns true if this submesh covers the entire parent mesh
  84353. * @ignorenaming
  84354. */
  84355. readonly IsGlobal: boolean;
  84356. /**
  84357. * Returns the submesh BoudingInfo object
  84358. * @returns current bounding info (or mesh's one if the submesh is global)
  84359. */
  84360. getBoundingInfo(): BoundingInfo;
  84361. /**
  84362. * Sets the submesh BoundingInfo
  84363. * @param boundingInfo defines the new bounding info to use
  84364. * @returns the SubMesh
  84365. */
  84366. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84367. /**
  84368. * Returns the mesh of the current submesh
  84369. * @return the parent mesh
  84370. */
  84371. getMesh(): AbstractMesh;
  84372. /**
  84373. * Returns the rendering mesh of the submesh
  84374. * @returns the rendering mesh (could be different from parent mesh)
  84375. */
  84376. getRenderingMesh(): Mesh;
  84377. /**
  84378. * Returns the submesh material
  84379. * @returns null or the current material
  84380. */
  84381. getMaterial(): Nullable<Material>;
  84382. /**
  84383. * Sets a new updated BoundingInfo object to the submesh
  84384. * @param data defines an optional position array to use to determine the bounding info
  84385. * @returns the SubMesh
  84386. */
  84387. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84388. /** @hidden */
  84389. _checkCollision(collider: Collider): boolean;
  84390. /**
  84391. * Updates the submesh BoundingInfo
  84392. * @param world defines the world matrix to use to update the bounding info
  84393. * @returns the submesh
  84394. */
  84395. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84396. /**
  84397. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84398. * @param frustumPlanes defines the frustum planes
  84399. * @returns true if the submesh is intersecting with the frustum
  84400. */
  84401. isInFrustum(frustumPlanes: Plane[]): boolean;
  84402. /**
  84403. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84404. * @param frustumPlanes defines the frustum planes
  84405. * @returns true if the submesh is inside the frustum
  84406. */
  84407. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84408. /**
  84409. * Renders the submesh
  84410. * @param enableAlphaMode defines if alpha needs to be used
  84411. * @returns the submesh
  84412. */
  84413. render(enableAlphaMode: boolean): SubMesh;
  84414. /**
  84415. * @hidden
  84416. */
  84417. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84418. /**
  84419. * Checks if the submesh intersects with a ray
  84420. * @param ray defines the ray to test
  84421. * @returns true is the passed ray intersects the submesh bounding box
  84422. */
  84423. canIntersects(ray: Ray): boolean;
  84424. /**
  84425. * Intersects current submesh with a ray
  84426. * @param ray defines the ray to test
  84427. * @param positions defines mesh's positions array
  84428. * @param indices defines mesh's indices array
  84429. * @param fastCheck defines if only bounding info should be used
  84430. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84431. * @returns intersection info or null if no intersection
  84432. */
  84433. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84434. /** @hidden */
  84435. private _intersectLines;
  84436. /** @hidden */
  84437. private _intersectUnIndexedLines;
  84438. /** @hidden */
  84439. private _intersectTriangles;
  84440. /** @hidden */
  84441. private _intersectUnIndexedTriangles;
  84442. /** @hidden */
  84443. _rebuild(): void;
  84444. /**
  84445. * Creates a new submesh from the passed mesh
  84446. * @param newMesh defines the new hosting mesh
  84447. * @param newRenderingMesh defines an optional rendering mesh
  84448. * @returns the new submesh
  84449. */
  84450. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84451. /**
  84452. * Release associated resources
  84453. */
  84454. dispose(): void;
  84455. /**
  84456. * Gets the class name
  84457. * @returns the string "SubMesh".
  84458. */
  84459. getClassName(): string;
  84460. /**
  84461. * Creates a new submesh from indices data
  84462. * @param materialIndex the index of the main mesh material
  84463. * @param startIndex the index where to start the copy in the mesh indices array
  84464. * @param indexCount the number of indices to copy then from the startIndex
  84465. * @param mesh the main mesh to create the submesh from
  84466. * @param renderingMesh the optional rendering mesh
  84467. * @returns a new submesh
  84468. */
  84469. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84470. }
  84471. }
  84472. declare module BABYLON {
  84473. /**
  84474. * Class used to represent data loading progression
  84475. */
  84476. export class SceneLoaderFlags {
  84477. private static _ForceFullSceneLoadingForIncremental;
  84478. private static _ShowLoadingScreen;
  84479. private static _CleanBoneMatrixWeights;
  84480. private static _loggingLevel;
  84481. /**
  84482. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84483. */
  84484. static ForceFullSceneLoadingForIncremental: boolean;
  84485. /**
  84486. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84487. */
  84488. static ShowLoadingScreen: boolean;
  84489. /**
  84490. * Defines the current logging level (while loading the scene)
  84491. * @ignorenaming
  84492. */
  84493. static loggingLevel: number;
  84494. /**
  84495. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84496. */
  84497. static CleanBoneMatrixWeights: boolean;
  84498. }
  84499. }
  84500. declare module BABYLON {
  84501. /**
  84502. * Class used to store geometry data (vertex buffers + index buffer)
  84503. */
  84504. export class Geometry implements IGetSetVerticesData {
  84505. /**
  84506. * Gets or sets the ID of the geometry
  84507. */
  84508. id: string;
  84509. /**
  84510. * Gets or sets the unique ID of the geometry
  84511. */
  84512. uniqueId: number;
  84513. /**
  84514. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84515. */
  84516. delayLoadState: number;
  84517. /**
  84518. * Gets the file containing the data to load when running in delay load state
  84519. */
  84520. delayLoadingFile: Nullable<string>;
  84521. /**
  84522. * Callback called when the geometry is updated
  84523. */
  84524. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84525. private _scene;
  84526. private _engine;
  84527. private _meshes;
  84528. private _totalVertices;
  84529. /** @hidden */
  84530. _indices: IndicesArray;
  84531. /** @hidden */
  84532. _vertexBuffers: {
  84533. [key: string]: VertexBuffer;
  84534. };
  84535. private _isDisposed;
  84536. private _extend;
  84537. private _boundingBias;
  84538. /** @hidden */
  84539. _delayInfo: Array<string>;
  84540. private _indexBuffer;
  84541. private _indexBufferIsUpdatable;
  84542. /** @hidden */
  84543. _boundingInfo: Nullable<BoundingInfo>;
  84544. /** @hidden */
  84545. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84546. /** @hidden */
  84547. _softwareSkinningFrameId: number;
  84548. private _vertexArrayObjects;
  84549. private _updatable;
  84550. /** @hidden */
  84551. _positions: Nullable<Vector3[]>;
  84552. /**
  84553. * 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
  84554. */
  84555. /**
  84556. * 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
  84557. */
  84558. boundingBias: Vector2;
  84559. /**
  84560. * Static function used to attach a new empty geometry to a mesh
  84561. * @param mesh defines the mesh to attach the geometry to
  84562. * @returns the new Geometry
  84563. */
  84564. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84565. /**
  84566. * Creates a new geometry
  84567. * @param id defines the unique ID
  84568. * @param scene defines the hosting scene
  84569. * @param vertexData defines the VertexData used to get geometry data
  84570. * @param updatable defines if geometry must be updatable (false by default)
  84571. * @param mesh defines the mesh that will be associated with the geometry
  84572. */
  84573. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84574. /**
  84575. * Gets the current extend of the geometry
  84576. */
  84577. readonly extend: {
  84578. minimum: Vector3;
  84579. maximum: Vector3;
  84580. };
  84581. /**
  84582. * Gets the hosting scene
  84583. * @returns the hosting Scene
  84584. */
  84585. getScene(): Scene;
  84586. /**
  84587. * Gets the hosting engine
  84588. * @returns the hosting Engine
  84589. */
  84590. getEngine(): Engine;
  84591. /**
  84592. * Defines if the geometry is ready to use
  84593. * @returns true if the geometry is ready to be used
  84594. */
  84595. isReady(): boolean;
  84596. /**
  84597. * Gets a value indicating that the geometry should not be serialized
  84598. */
  84599. readonly doNotSerialize: boolean;
  84600. /** @hidden */
  84601. _rebuild(): void;
  84602. /**
  84603. * Affects all geometry data in one call
  84604. * @param vertexData defines the geometry data
  84605. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84606. */
  84607. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84608. /**
  84609. * Set specific vertex data
  84610. * @param kind defines the data kind (Position, normal, etc...)
  84611. * @param data defines the vertex data to use
  84612. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84613. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84614. */
  84615. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84616. /**
  84617. * Removes a specific vertex data
  84618. * @param kind defines the data kind (Position, normal, etc...)
  84619. */
  84620. removeVerticesData(kind: string): void;
  84621. /**
  84622. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84623. * @param buffer defines the vertex buffer to use
  84624. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84625. */
  84626. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84627. /**
  84628. * Update a specific vertex buffer
  84629. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84630. * It will do nothing if the buffer is not updatable
  84631. * @param kind defines the data kind (Position, normal, etc...)
  84632. * @param data defines the data to use
  84633. * @param offset defines the offset in the target buffer where to store the data
  84634. * @param useBytes set to true if the offset is in bytes
  84635. */
  84636. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84637. /**
  84638. * Update a specific vertex buffer
  84639. * This function will create a new buffer if the current one is not updatable
  84640. * @param kind defines the data kind (Position, normal, etc...)
  84641. * @param data defines the data to use
  84642. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84643. */
  84644. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84645. private _updateBoundingInfo;
  84646. /** @hidden */
  84647. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84648. /**
  84649. * Gets total number of vertices
  84650. * @returns the total number of vertices
  84651. */
  84652. getTotalVertices(): number;
  84653. /**
  84654. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84655. * @param kind defines the data kind (Position, normal, etc...)
  84656. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84657. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84658. * @returns a float array containing vertex data
  84659. */
  84660. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84661. /**
  84662. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84663. * @param kind defines the data kind (Position, normal, etc...)
  84664. * @returns true if the vertex buffer with the specified kind is updatable
  84665. */
  84666. isVertexBufferUpdatable(kind: string): boolean;
  84667. /**
  84668. * Gets a specific vertex buffer
  84669. * @param kind defines the data kind (Position, normal, etc...)
  84670. * @returns a VertexBuffer
  84671. */
  84672. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84673. /**
  84674. * Returns all vertex buffers
  84675. * @return an object holding all vertex buffers indexed by kind
  84676. */
  84677. getVertexBuffers(): Nullable<{
  84678. [key: string]: VertexBuffer;
  84679. }>;
  84680. /**
  84681. * Gets a boolean indicating if specific vertex buffer is present
  84682. * @param kind defines the data kind (Position, normal, etc...)
  84683. * @returns true if data is present
  84684. */
  84685. isVerticesDataPresent(kind: string): boolean;
  84686. /**
  84687. * Gets a list of all attached data kinds (Position, normal, etc...)
  84688. * @returns a list of string containing all kinds
  84689. */
  84690. getVerticesDataKinds(): string[];
  84691. /**
  84692. * Update index buffer
  84693. * @param indices defines the indices to store in the index buffer
  84694. * @param offset defines the offset in the target buffer where to store the data
  84695. * @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)
  84696. */
  84697. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84698. /**
  84699. * Creates a new index buffer
  84700. * @param indices defines the indices to store in the index buffer
  84701. * @param totalVertices defines the total number of vertices (could be null)
  84702. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84703. */
  84704. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84705. /**
  84706. * Return the total number of indices
  84707. * @returns the total number of indices
  84708. */
  84709. getTotalIndices(): number;
  84710. /**
  84711. * Gets the index buffer array
  84712. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84713. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84714. * @returns the index buffer array
  84715. */
  84716. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84717. /**
  84718. * Gets the index buffer
  84719. * @return the index buffer
  84720. */
  84721. getIndexBuffer(): Nullable<DataBuffer>;
  84722. /** @hidden */
  84723. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84724. /**
  84725. * Release the associated resources for a specific mesh
  84726. * @param mesh defines the source mesh
  84727. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84728. */
  84729. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84730. /**
  84731. * Apply current geometry to a given mesh
  84732. * @param mesh defines the mesh to apply geometry to
  84733. */
  84734. applyToMesh(mesh: Mesh): void;
  84735. private _updateExtend;
  84736. private _applyToMesh;
  84737. private notifyUpdate;
  84738. /**
  84739. * Load the geometry if it was flagged as delay loaded
  84740. * @param scene defines the hosting scene
  84741. * @param onLoaded defines a callback called when the geometry is loaded
  84742. */
  84743. load(scene: Scene, onLoaded?: () => void): void;
  84744. private _queueLoad;
  84745. /**
  84746. * Invert the geometry to move from a right handed system to a left handed one.
  84747. */
  84748. toLeftHanded(): void;
  84749. /** @hidden */
  84750. _resetPointsArrayCache(): void;
  84751. /** @hidden */
  84752. _generatePointsArray(): boolean;
  84753. /**
  84754. * Gets a value indicating if the geometry is disposed
  84755. * @returns true if the geometry was disposed
  84756. */
  84757. isDisposed(): boolean;
  84758. private _disposeVertexArrayObjects;
  84759. /**
  84760. * Free all associated resources
  84761. */
  84762. dispose(): void;
  84763. /**
  84764. * Clone the current geometry into a new geometry
  84765. * @param id defines the unique ID of the new geometry
  84766. * @returns a new geometry object
  84767. */
  84768. copy(id: string): Geometry;
  84769. /**
  84770. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84771. * @return a JSON representation of the current geometry data (without the vertices data)
  84772. */
  84773. serialize(): any;
  84774. private toNumberArray;
  84775. /**
  84776. * Serialize all vertices data into a JSON oject
  84777. * @returns a JSON representation of the current geometry data
  84778. */
  84779. serializeVerticeData(): any;
  84780. /**
  84781. * Extracts a clone of a mesh geometry
  84782. * @param mesh defines the source mesh
  84783. * @param id defines the unique ID of the new geometry object
  84784. * @returns the new geometry object
  84785. */
  84786. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84787. /**
  84788. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84789. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84790. * Be aware Math.random() could cause collisions, but:
  84791. * "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"
  84792. * @returns a string containing a new GUID
  84793. */
  84794. static RandomId(): string;
  84795. /** @hidden */
  84796. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84797. private static _CleanMatricesWeights;
  84798. /**
  84799. * Create a new geometry from persisted data (Using .babylon file format)
  84800. * @param parsedVertexData defines the persisted data
  84801. * @param scene defines the hosting scene
  84802. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84803. * @returns the new geometry object
  84804. */
  84805. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84806. }
  84807. }
  84808. declare module BABYLON {
  84809. /**
  84810. * Define an interface for all classes that will get and set the data on vertices
  84811. */
  84812. export interface IGetSetVerticesData {
  84813. /**
  84814. * Gets a boolean indicating if specific vertex data is present
  84815. * @param kind defines the vertex data kind to use
  84816. * @returns true is data kind is present
  84817. */
  84818. isVerticesDataPresent(kind: string): boolean;
  84819. /**
  84820. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84821. * @param kind defines the data kind (Position, normal, etc...)
  84822. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84823. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84824. * @returns a float array containing vertex data
  84825. */
  84826. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84827. /**
  84828. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84829. * @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.
  84830. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84831. * @returns the indices array or an empty array if the mesh has no geometry
  84832. */
  84833. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84834. /**
  84835. * Set specific vertex data
  84836. * @param kind defines the data kind (Position, normal, etc...)
  84837. * @param data defines the vertex data to use
  84838. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84839. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84840. */
  84841. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84842. /**
  84843. * Update a specific associated vertex buffer
  84844. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84845. * - VertexBuffer.PositionKind
  84846. * - VertexBuffer.UVKind
  84847. * - VertexBuffer.UV2Kind
  84848. * - VertexBuffer.UV3Kind
  84849. * - VertexBuffer.UV4Kind
  84850. * - VertexBuffer.UV5Kind
  84851. * - VertexBuffer.UV6Kind
  84852. * - VertexBuffer.ColorKind
  84853. * - VertexBuffer.MatricesIndicesKind
  84854. * - VertexBuffer.MatricesIndicesExtraKind
  84855. * - VertexBuffer.MatricesWeightsKind
  84856. * - VertexBuffer.MatricesWeightsExtraKind
  84857. * @param data defines the data source
  84858. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84859. * @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)
  84860. */
  84861. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84862. /**
  84863. * Creates a new index buffer
  84864. * @param indices defines the indices to store in the index buffer
  84865. * @param totalVertices defines the total number of vertices (could be null)
  84866. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84867. */
  84868. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  84869. }
  84870. /**
  84871. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  84872. */
  84873. export class VertexData {
  84874. /**
  84875. * Mesh side orientation : usually the external or front surface
  84876. */
  84877. static readonly FRONTSIDE: number;
  84878. /**
  84879. * Mesh side orientation : usually the internal or back surface
  84880. */
  84881. static readonly BACKSIDE: number;
  84882. /**
  84883. * Mesh side orientation : both internal and external or front and back surfaces
  84884. */
  84885. static readonly DOUBLESIDE: number;
  84886. /**
  84887. * Mesh side orientation : by default, `FRONTSIDE`
  84888. */
  84889. static readonly DEFAULTSIDE: number;
  84890. /**
  84891. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  84892. */
  84893. positions: Nullable<FloatArray>;
  84894. /**
  84895. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  84896. */
  84897. normals: Nullable<FloatArray>;
  84898. /**
  84899. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  84900. */
  84901. tangents: Nullable<FloatArray>;
  84902. /**
  84903. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84904. */
  84905. uvs: Nullable<FloatArray>;
  84906. /**
  84907. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84908. */
  84909. uvs2: Nullable<FloatArray>;
  84910. /**
  84911. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84912. */
  84913. uvs3: Nullable<FloatArray>;
  84914. /**
  84915. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84916. */
  84917. uvs4: Nullable<FloatArray>;
  84918. /**
  84919. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84920. */
  84921. uvs5: Nullable<FloatArray>;
  84922. /**
  84923. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84924. */
  84925. uvs6: Nullable<FloatArray>;
  84926. /**
  84927. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  84928. */
  84929. colors: Nullable<FloatArray>;
  84930. /**
  84931. * 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).
  84932. */
  84933. matricesIndices: Nullable<FloatArray>;
  84934. /**
  84935. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  84936. */
  84937. matricesWeights: Nullable<FloatArray>;
  84938. /**
  84939. * An array extending the number of possible indices
  84940. */
  84941. matricesIndicesExtra: Nullable<FloatArray>;
  84942. /**
  84943. * An array extending the number of possible weights when the number of indices is extended
  84944. */
  84945. matricesWeightsExtra: Nullable<FloatArray>;
  84946. /**
  84947. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  84948. */
  84949. indices: Nullable<IndicesArray>;
  84950. /**
  84951. * Uses the passed data array to set the set the values for the specified kind of data
  84952. * @param data a linear array of floating numbers
  84953. * @param kind the type of data that is being set, eg positions, colors etc
  84954. */
  84955. set(data: FloatArray, kind: string): void;
  84956. /**
  84957. * Associates the vertexData to the passed Mesh.
  84958. * Sets it as updatable or not (default `false`)
  84959. * @param mesh the mesh the vertexData is applied to
  84960. * @param updatable when used and having the value true allows new data to update the vertexData
  84961. * @returns the VertexData
  84962. */
  84963. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  84964. /**
  84965. * Associates the vertexData to the passed Geometry.
  84966. * Sets it as updatable or not (default `false`)
  84967. * @param geometry the geometry the vertexData is applied to
  84968. * @param updatable when used and having the value true allows new data to update the vertexData
  84969. * @returns VertexData
  84970. */
  84971. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  84972. /**
  84973. * Updates the associated mesh
  84974. * @param mesh the mesh to be updated
  84975. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84976. * @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
  84977. * @returns VertexData
  84978. */
  84979. updateMesh(mesh: Mesh): VertexData;
  84980. /**
  84981. * Updates the associated geometry
  84982. * @param geometry the geometry to be updated
  84983. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84984. * @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
  84985. * @returns VertexData.
  84986. */
  84987. updateGeometry(geometry: Geometry): VertexData;
  84988. private _applyTo;
  84989. private _update;
  84990. /**
  84991. * Transforms each position and each normal of the vertexData according to the passed Matrix
  84992. * @param matrix the transforming matrix
  84993. * @returns the VertexData
  84994. */
  84995. transform(matrix: Matrix): VertexData;
  84996. /**
  84997. * Merges the passed VertexData into the current one
  84998. * @param other the VertexData to be merged into the current one
  84999. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85000. * @returns the modified VertexData
  85001. */
  85002. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85003. private _mergeElement;
  85004. private _validate;
  85005. /**
  85006. * Serializes the VertexData
  85007. * @returns a serialized object
  85008. */
  85009. serialize(): any;
  85010. /**
  85011. * Extracts the vertexData from a mesh
  85012. * @param mesh the mesh from which to extract the VertexData
  85013. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85014. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85015. * @returns the object VertexData associated to the passed mesh
  85016. */
  85017. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85018. /**
  85019. * Extracts the vertexData from the geometry
  85020. * @param geometry the geometry from which to extract the VertexData
  85021. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85022. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85023. * @returns the object VertexData associated to the passed mesh
  85024. */
  85025. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85026. private static _ExtractFrom;
  85027. /**
  85028. * Creates the VertexData for a Ribbon
  85029. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85030. * * pathArray array of paths, each of which an array of successive Vector3
  85031. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85032. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85033. * * 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
  85034. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85035. * * 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)
  85036. * * 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)
  85037. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85038. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85039. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85040. * @returns the VertexData of the ribbon
  85041. */
  85042. static CreateRibbon(options: {
  85043. pathArray: Vector3[][];
  85044. closeArray?: boolean;
  85045. closePath?: boolean;
  85046. offset?: number;
  85047. sideOrientation?: number;
  85048. frontUVs?: Vector4;
  85049. backUVs?: Vector4;
  85050. invertUV?: boolean;
  85051. uvs?: Vector2[];
  85052. colors?: Color4[];
  85053. }): VertexData;
  85054. /**
  85055. * Creates the VertexData for a box
  85056. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85057. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85058. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85059. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85060. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85061. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85062. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85063. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85064. * * 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)
  85065. * * 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)
  85066. * @returns the VertexData of the box
  85067. */
  85068. static CreateBox(options: {
  85069. size?: number;
  85070. width?: number;
  85071. height?: number;
  85072. depth?: number;
  85073. faceUV?: Vector4[];
  85074. faceColors?: Color4[];
  85075. sideOrientation?: number;
  85076. frontUVs?: Vector4;
  85077. backUVs?: Vector4;
  85078. }): VertexData;
  85079. /**
  85080. * Creates the VertexData for a tiled box
  85081. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85082. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85083. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85084. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85085. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85086. * @returns the VertexData of the box
  85087. */
  85088. static CreateTiledBox(options: {
  85089. pattern?: number;
  85090. width?: number;
  85091. height?: number;
  85092. depth?: number;
  85093. tileSize?: number;
  85094. tileWidth?: number;
  85095. tileHeight?: number;
  85096. alignHorizontal?: number;
  85097. alignVertical?: number;
  85098. faceUV?: Vector4[];
  85099. faceColors?: Color4[];
  85100. sideOrientation?: number;
  85101. }): VertexData;
  85102. /**
  85103. * Creates the VertexData for a tiled plane
  85104. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85105. * * pattern a limited pattern arrangement depending on the number
  85106. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85107. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85108. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85109. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85110. * * 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)
  85111. * * 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)
  85112. * @returns the VertexData of the tiled plane
  85113. */
  85114. static CreateTiledPlane(options: {
  85115. pattern?: number;
  85116. tileSize?: number;
  85117. tileWidth?: number;
  85118. tileHeight?: number;
  85119. size?: number;
  85120. width?: number;
  85121. height?: number;
  85122. alignHorizontal?: number;
  85123. alignVertical?: number;
  85124. sideOrientation?: number;
  85125. frontUVs?: Vector4;
  85126. backUVs?: Vector4;
  85127. }): VertexData;
  85128. /**
  85129. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85130. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85131. * * segments sets the number of horizontal strips optional, default 32
  85132. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85133. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85134. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85135. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85136. * * 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
  85137. * * 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
  85138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85139. * * 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)
  85140. * * 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)
  85141. * @returns the VertexData of the ellipsoid
  85142. */
  85143. static CreateSphere(options: {
  85144. segments?: number;
  85145. diameter?: number;
  85146. diameterX?: number;
  85147. diameterY?: number;
  85148. diameterZ?: number;
  85149. arc?: number;
  85150. slice?: number;
  85151. sideOrientation?: number;
  85152. frontUVs?: Vector4;
  85153. backUVs?: Vector4;
  85154. }): VertexData;
  85155. /**
  85156. * Creates the VertexData for a cylinder, cone or prism
  85157. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85158. * * height sets the height (y direction) of the cylinder, optional, default 2
  85159. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85160. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85161. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85162. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85163. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85164. * * 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
  85165. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85166. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85167. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85168. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85169. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85170. * * 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)
  85171. * * 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)
  85172. * @returns the VertexData of the cylinder, cone or prism
  85173. */
  85174. static CreateCylinder(options: {
  85175. height?: number;
  85176. diameterTop?: number;
  85177. diameterBottom?: number;
  85178. diameter?: number;
  85179. tessellation?: number;
  85180. subdivisions?: number;
  85181. arc?: number;
  85182. faceColors?: Color4[];
  85183. faceUV?: Vector4[];
  85184. hasRings?: boolean;
  85185. enclose?: boolean;
  85186. sideOrientation?: number;
  85187. frontUVs?: Vector4;
  85188. backUVs?: Vector4;
  85189. }): VertexData;
  85190. /**
  85191. * Creates the VertexData for a torus
  85192. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85193. * * diameter the diameter of the torus, optional default 1
  85194. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85195. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85196. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85197. * * 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)
  85198. * * 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)
  85199. * @returns the VertexData of the torus
  85200. */
  85201. static CreateTorus(options: {
  85202. diameter?: number;
  85203. thickness?: number;
  85204. tessellation?: number;
  85205. sideOrientation?: number;
  85206. frontUVs?: Vector4;
  85207. backUVs?: Vector4;
  85208. }): VertexData;
  85209. /**
  85210. * Creates the VertexData of the LineSystem
  85211. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85212. * - lines an array of lines, each line being an array of successive Vector3
  85213. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85214. * @returns the VertexData of the LineSystem
  85215. */
  85216. static CreateLineSystem(options: {
  85217. lines: Vector3[][];
  85218. colors?: Nullable<Color4[][]>;
  85219. }): VertexData;
  85220. /**
  85221. * Create the VertexData for a DashedLines
  85222. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85223. * - points an array successive Vector3
  85224. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85225. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85226. * - dashNb the intended total number of dashes, optional, default 200
  85227. * @returns the VertexData for the DashedLines
  85228. */
  85229. static CreateDashedLines(options: {
  85230. points: Vector3[];
  85231. dashSize?: number;
  85232. gapSize?: number;
  85233. dashNb?: number;
  85234. }): VertexData;
  85235. /**
  85236. * Creates the VertexData for a Ground
  85237. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85238. * - width the width (x direction) of the ground, optional, default 1
  85239. * - height the height (z direction) of the ground, optional, default 1
  85240. * - subdivisions the number of subdivisions per side, optional, default 1
  85241. * @returns the VertexData of the Ground
  85242. */
  85243. static CreateGround(options: {
  85244. width?: number;
  85245. height?: number;
  85246. subdivisions?: number;
  85247. subdivisionsX?: number;
  85248. subdivisionsY?: number;
  85249. }): VertexData;
  85250. /**
  85251. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85252. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85253. * * xmin the ground minimum X coordinate, optional, default -1
  85254. * * zmin the ground minimum Z coordinate, optional, default -1
  85255. * * xmax the ground maximum X coordinate, optional, default 1
  85256. * * zmax the ground maximum Z coordinate, optional, default 1
  85257. * * 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}
  85258. * * 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}
  85259. * @returns the VertexData of the TiledGround
  85260. */
  85261. static CreateTiledGround(options: {
  85262. xmin: number;
  85263. zmin: number;
  85264. xmax: number;
  85265. zmax: number;
  85266. subdivisions?: {
  85267. w: number;
  85268. h: number;
  85269. };
  85270. precision?: {
  85271. w: number;
  85272. h: number;
  85273. };
  85274. }): VertexData;
  85275. /**
  85276. * Creates the VertexData of the Ground designed from a heightmap
  85277. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85278. * * width the width (x direction) of the ground
  85279. * * height the height (z direction) of the ground
  85280. * * subdivisions the number of subdivisions per side
  85281. * * minHeight the minimum altitude on the ground, optional, default 0
  85282. * * maxHeight the maximum altitude on the ground, optional default 1
  85283. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85284. * * buffer the array holding the image color data
  85285. * * bufferWidth the width of image
  85286. * * bufferHeight the height of image
  85287. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85288. * @returns the VertexData of the Ground designed from a heightmap
  85289. */
  85290. static CreateGroundFromHeightMap(options: {
  85291. width: number;
  85292. height: number;
  85293. subdivisions: number;
  85294. minHeight: number;
  85295. maxHeight: number;
  85296. colorFilter: Color3;
  85297. buffer: Uint8Array;
  85298. bufferWidth: number;
  85299. bufferHeight: number;
  85300. alphaFilter: number;
  85301. }): VertexData;
  85302. /**
  85303. * Creates the VertexData for a Plane
  85304. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85305. * * size sets the width and height of the plane to the value of size, optional default 1
  85306. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85307. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85308. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85309. * * 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)
  85310. * * 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)
  85311. * @returns the VertexData of the box
  85312. */
  85313. static CreatePlane(options: {
  85314. size?: number;
  85315. width?: number;
  85316. height?: number;
  85317. sideOrientation?: number;
  85318. frontUVs?: Vector4;
  85319. backUVs?: Vector4;
  85320. }): VertexData;
  85321. /**
  85322. * Creates the VertexData of the Disc or regular Polygon
  85323. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85324. * * radius the radius of the disc, optional default 0.5
  85325. * * tessellation the number of polygon sides, optional, default 64
  85326. * * 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
  85327. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85328. * * 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)
  85329. * * 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)
  85330. * @returns the VertexData of the box
  85331. */
  85332. static CreateDisc(options: {
  85333. radius?: number;
  85334. tessellation?: number;
  85335. arc?: number;
  85336. sideOrientation?: number;
  85337. frontUVs?: Vector4;
  85338. backUVs?: Vector4;
  85339. }): VertexData;
  85340. /**
  85341. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85342. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85343. * @param polygon a mesh built from polygonTriangulation.build()
  85344. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85345. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85346. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85347. * @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)
  85348. * @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)
  85349. * @returns the VertexData of the Polygon
  85350. */
  85351. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85352. /**
  85353. * Creates the VertexData of the IcoSphere
  85354. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85355. * * radius the radius of the IcoSphere, optional default 1
  85356. * * radiusX allows stretching in the x direction, optional, default radius
  85357. * * radiusY allows stretching in the y direction, optional, default radius
  85358. * * radiusZ allows stretching in the z direction, optional, default radius
  85359. * * flat when true creates a flat shaded mesh, optional, default true
  85360. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85361. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85362. * * 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)
  85363. * * 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)
  85364. * @returns the VertexData of the IcoSphere
  85365. */
  85366. static CreateIcoSphere(options: {
  85367. radius?: number;
  85368. radiusX?: number;
  85369. radiusY?: number;
  85370. radiusZ?: number;
  85371. flat?: boolean;
  85372. subdivisions?: number;
  85373. sideOrientation?: number;
  85374. frontUVs?: Vector4;
  85375. backUVs?: Vector4;
  85376. }): VertexData;
  85377. /**
  85378. * Creates the VertexData for a Polyhedron
  85379. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85380. * * type provided types are:
  85381. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85382. * * 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)
  85383. * * size the size of the IcoSphere, optional default 1
  85384. * * sizeX allows stretching in the x direction, optional, default size
  85385. * * sizeY allows stretching in the y direction, optional, default size
  85386. * * sizeZ allows stretching in the z direction, optional, default size
  85387. * * 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
  85388. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85389. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85390. * * flat when true creates a flat shaded mesh, optional, default true
  85391. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85392. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85393. * * 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)
  85394. * * 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)
  85395. * @returns the VertexData of the Polyhedron
  85396. */
  85397. static CreatePolyhedron(options: {
  85398. type?: number;
  85399. size?: number;
  85400. sizeX?: number;
  85401. sizeY?: number;
  85402. sizeZ?: number;
  85403. custom?: any;
  85404. faceUV?: Vector4[];
  85405. faceColors?: Color4[];
  85406. flat?: boolean;
  85407. sideOrientation?: number;
  85408. frontUVs?: Vector4;
  85409. backUVs?: Vector4;
  85410. }): VertexData;
  85411. /**
  85412. * Creates the VertexData for a TorusKnot
  85413. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85414. * * radius the radius of the torus knot, optional, default 2
  85415. * * tube the thickness of the tube, optional, default 0.5
  85416. * * radialSegments the number of sides on each tube segments, optional, default 32
  85417. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85418. * * p the number of windings around the z axis, optional, default 2
  85419. * * q the number of windings around the x axis, optional, default 3
  85420. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85421. * * 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)
  85422. * * 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)
  85423. * @returns the VertexData of the Torus Knot
  85424. */
  85425. static CreateTorusKnot(options: {
  85426. radius?: number;
  85427. tube?: number;
  85428. radialSegments?: number;
  85429. tubularSegments?: number;
  85430. p?: number;
  85431. q?: number;
  85432. sideOrientation?: number;
  85433. frontUVs?: Vector4;
  85434. backUVs?: Vector4;
  85435. }): VertexData;
  85436. /**
  85437. * Compute normals for given positions and indices
  85438. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85439. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85440. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85441. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85442. * * facetNormals : optional array of facet normals (vector3)
  85443. * * facetPositions : optional array of facet positions (vector3)
  85444. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85445. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85446. * * bInfo : optional bounding info, required for facetPartitioning computation
  85447. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85448. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85449. * * useRightHandedSystem: optional boolean to for right handed system computation
  85450. * * depthSort : optional boolean to enable the facet depth sort computation
  85451. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85452. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85453. */
  85454. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85455. facetNormals?: any;
  85456. facetPositions?: any;
  85457. facetPartitioning?: any;
  85458. ratio?: number;
  85459. bInfo?: any;
  85460. bbSize?: Vector3;
  85461. subDiv?: any;
  85462. useRightHandedSystem?: boolean;
  85463. depthSort?: boolean;
  85464. distanceTo?: Vector3;
  85465. depthSortedFacets?: any;
  85466. }): void;
  85467. /** @hidden */
  85468. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85469. /**
  85470. * Applies VertexData created from the imported parameters to the geometry
  85471. * @param parsedVertexData the parsed data from an imported file
  85472. * @param geometry the geometry to apply the VertexData to
  85473. */
  85474. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85475. }
  85476. }
  85477. declare module BABYLON {
  85478. /**
  85479. * Defines a target to use with MorphTargetManager
  85480. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85481. */
  85482. export class MorphTarget implements IAnimatable {
  85483. /** defines the name of the target */
  85484. name: string;
  85485. /**
  85486. * Gets or sets the list of animations
  85487. */
  85488. animations: Animation[];
  85489. private _scene;
  85490. private _positions;
  85491. private _normals;
  85492. private _tangents;
  85493. private _uvs;
  85494. private _influence;
  85495. /**
  85496. * Observable raised when the influence changes
  85497. */
  85498. onInfluenceChanged: Observable<boolean>;
  85499. /** @hidden */
  85500. _onDataLayoutChanged: Observable<void>;
  85501. /**
  85502. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85503. */
  85504. influence: number;
  85505. /**
  85506. * Gets or sets the id of the morph Target
  85507. */
  85508. id: string;
  85509. private _animationPropertiesOverride;
  85510. /**
  85511. * Gets or sets the animation properties override
  85512. */
  85513. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85514. /**
  85515. * Creates a new MorphTarget
  85516. * @param name defines the name of the target
  85517. * @param influence defines the influence to use
  85518. * @param scene defines the scene the morphtarget belongs to
  85519. */
  85520. constructor(
  85521. /** defines the name of the target */
  85522. name: string, influence?: number, scene?: Nullable<Scene>);
  85523. /**
  85524. * Gets a boolean defining if the target contains position data
  85525. */
  85526. readonly hasPositions: boolean;
  85527. /**
  85528. * Gets a boolean defining if the target contains normal data
  85529. */
  85530. readonly hasNormals: boolean;
  85531. /**
  85532. * Gets a boolean defining if the target contains tangent data
  85533. */
  85534. readonly hasTangents: boolean;
  85535. /**
  85536. * Gets a boolean defining if the target contains texture coordinates data
  85537. */
  85538. readonly hasUVs: boolean;
  85539. /**
  85540. * Affects position data to this target
  85541. * @param data defines the position data to use
  85542. */
  85543. setPositions(data: Nullable<FloatArray>): void;
  85544. /**
  85545. * Gets the position data stored in this target
  85546. * @returns a FloatArray containing the position data (or null if not present)
  85547. */
  85548. getPositions(): Nullable<FloatArray>;
  85549. /**
  85550. * Affects normal data to this target
  85551. * @param data defines the normal data to use
  85552. */
  85553. setNormals(data: Nullable<FloatArray>): void;
  85554. /**
  85555. * Gets the normal data stored in this target
  85556. * @returns a FloatArray containing the normal data (or null if not present)
  85557. */
  85558. getNormals(): Nullable<FloatArray>;
  85559. /**
  85560. * Affects tangent data to this target
  85561. * @param data defines the tangent data to use
  85562. */
  85563. setTangents(data: Nullable<FloatArray>): void;
  85564. /**
  85565. * Gets the tangent data stored in this target
  85566. * @returns a FloatArray containing the tangent data (or null if not present)
  85567. */
  85568. getTangents(): Nullable<FloatArray>;
  85569. /**
  85570. * Affects texture coordinates data to this target
  85571. * @param data defines the texture coordinates data to use
  85572. */
  85573. setUVs(data: Nullable<FloatArray>): void;
  85574. /**
  85575. * Gets the texture coordinates data stored in this target
  85576. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85577. */
  85578. getUVs(): Nullable<FloatArray>;
  85579. /**
  85580. * Serializes the current target into a Serialization object
  85581. * @returns the serialized object
  85582. */
  85583. serialize(): any;
  85584. /**
  85585. * Returns the string "MorphTarget"
  85586. * @returns "MorphTarget"
  85587. */
  85588. getClassName(): string;
  85589. /**
  85590. * Creates a new target from serialized data
  85591. * @param serializationObject defines the serialized data to use
  85592. * @returns a new MorphTarget
  85593. */
  85594. static Parse(serializationObject: any): MorphTarget;
  85595. /**
  85596. * Creates a MorphTarget from mesh data
  85597. * @param mesh defines the source mesh
  85598. * @param name defines the name to use for the new target
  85599. * @param influence defines the influence to attach to the target
  85600. * @returns a new MorphTarget
  85601. */
  85602. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85603. }
  85604. }
  85605. declare module BABYLON {
  85606. /**
  85607. * This class is used to deform meshes using morphing between different targets
  85608. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85609. */
  85610. export class MorphTargetManager {
  85611. private _targets;
  85612. private _targetInfluenceChangedObservers;
  85613. private _targetDataLayoutChangedObservers;
  85614. private _activeTargets;
  85615. private _scene;
  85616. private _influences;
  85617. private _supportsNormals;
  85618. private _supportsTangents;
  85619. private _supportsUVs;
  85620. private _vertexCount;
  85621. private _uniqueId;
  85622. private _tempInfluences;
  85623. /**
  85624. * Gets or sets a boolean indicating if normals must be morphed
  85625. */
  85626. enableNormalMorphing: boolean;
  85627. /**
  85628. * Gets or sets a boolean indicating if tangents must be morphed
  85629. */
  85630. enableTangentMorphing: boolean;
  85631. /**
  85632. * Gets or sets a boolean indicating if UV must be morphed
  85633. */
  85634. enableUVMorphing: boolean;
  85635. /**
  85636. * Creates a new MorphTargetManager
  85637. * @param scene defines the current scene
  85638. */
  85639. constructor(scene?: Nullable<Scene>);
  85640. /**
  85641. * Gets the unique ID of this manager
  85642. */
  85643. readonly uniqueId: number;
  85644. /**
  85645. * Gets the number of vertices handled by this manager
  85646. */
  85647. readonly vertexCount: number;
  85648. /**
  85649. * Gets a boolean indicating if this manager supports morphing of normals
  85650. */
  85651. readonly supportsNormals: boolean;
  85652. /**
  85653. * Gets a boolean indicating if this manager supports morphing of tangents
  85654. */
  85655. readonly supportsTangents: boolean;
  85656. /**
  85657. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85658. */
  85659. readonly supportsUVs: boolean;
  85660. /**
  85661. * Gets the number of targets stored in this manager
  85662. */
  85663. readonly numTargets: number;
  85664. /**
  85665. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85666. */
  85667. readonly numInfluencers: number;
  85668. /**
  85669. * Gets the list of influences (one per target)
  85670. */
  85671. readonly influences: Float32Array;
  85672. /**
  85673. * Gets the active target at specified index. An active target is a target with an influence > 0
  85674. * @param index defines the index to check
  85675. * @returns the requested target
  85676. */
  85677. getActiveTarget(index: number): MorphTarget;
  85678. /**
  85679. * Gets the target at specified index
  85680. * @param index defines the index to check
  85681. * @returns the requested target
  85682. */
  85683. getTarget(index: number): MorphTarget;
  85684. /**
  85685. * Add a new target to this manager
  85686. * @param target defines the target to add
  85687. */
  85688. addTarget(target: MorphTarget): void;
  85689. /**
  85690. * Removes a target from the manager
  85691. * @param target defines the target to remove
  85692. */
  85693. removeTarget(target: MorphTarget): void;
  85694. /**
  85695. * Serializes the current manager into a Serialization object
  85696. * @returns the serialized object
  85697. */
  85698. serialize(): any;
  85699. private _syncActiveTargets;
  85700. /**
  85701. * Syncrhonize the targets with all the meshes using this morph target manager
  85702. */
  85703. synchronize(): void;
  85704. /**
  85705. * Creates a new MorphTargetManager from serialized data
  85706. * @param serializationObject defines the serialized data
  85707. * @param scene defines the hosting scene
  85708. * @returns the new MorphTargetManager
  85709. */
  85710. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85711. }
  85712. }
  85713. declare module BABYLON {
  85714. /**
  85715. * Class used to represent a specific level of detail of a mesh
  85716. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85717. */
  85718. export class MeshLODLevel {
  85719. /** Defines the distance where this level should star being displayed */
  85720. distance: number;
  85721. /** Defines the mesh to use to render this level */
  85722. mesh: Nullable<Mesh>;
  85723. /**
  85724. * Creates a new LOD level
  85725. * @param distance defines the distance where this level should star being displayed
  85726. * @param mesh defines the mesh to use to render this level
  85727. */
  85728. constructor(
  85729. /** Defines the distance where this level should star being displayed */
  85730. distance: number,
  85731. /** Defines the mesh to use to render this level */
  85732. mesh: Nullable<Mesh>);
  85733. }
  85734. }
  85735. declare module BABYLON {
  85736. /**
  85737. * Mesh representing the gorund
  85738. */
  85739. export class GroundMesh extends Mesh {
  85740. /** If octree should be generated */
  85741. generateOctree: boolean;
  85742. private _heightQuads;
  85743. /** @hidden */
  85744. _subdivisionsX: number;
  85745. /** @hidden */
  85746. _subdivisionsY: number;
  85747. /** @hidden */
  85748. _width: number;
  85749. /** @hidden */
  85750. _height: number;
  85751. /** @hidden */
  85752. _minX: number;
  85753. /** @hidden */
  85754. _maxX: number;
  85755. /** @hidden */
  85756. _minZ: number;
  85757. /** @hidden */
  85758. _maxZ: number;
  85759. constructor(name: string, scene: Scene);
  85760. /**
  85761. * "GroundMesh"
  85762. * @returns "GroundMesh"
  85763. */
  85764. getClassName(): string;
  85765. /**
  85766. * The minimum of x and y subdivisions
  85767. */
  85768. readonly subdivisions: number;
  85769. /**
  85770. * X subdivisions
  85771. */
  85772. readonly subdivisionsX: number;
  85773. /**
  85774. * Y subdivisions
  85775. */
  85776. readonly subdivisionsY: number;
  85777. /**
  85778. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85779. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85780. * @param chunksCount the number of subdivisions for x and y
  85781. * @param octreeBlocksSize (Default: 32)
  85782. */
  85783. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85784. /**
  85785. * Returns a height (y) value in the Worl system :
  85786. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85787. * @param x x coordinate
  85788. * @param z z coordinate
  85789. * @returns the ground y position if (x, z) are outside the ground surface.
  85790. */
  85791. getHeightAtCoordinates(x: number, z: number): number;
  85792. /**
  85793. * Returns a normalized vector (Vector3) orthogonal to the ground
  85794. * at the ground coordinates (x, z) expressed in the World system.
  85795. * @param x x coordinate
  85796. * @param z z coordinate
  85797. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85798. */
  85799. getNormalAtCoordinates(x: number, z: number): Vector3;
  85800. /**
  85801. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85802. * at the ground coordinates (x, z) expressed in the World system.
  85803. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85804. * @param x x coordinate
  85805. * @param z z coordinate
  85806. * @param ref vector to store the result
  85807. * @returns the GroundMesh.
  85808. */
  85809. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85810. /**
  85811. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85812. * if the ground has been updated.
  85813. * This can be used in the render loop.
  85814. * @returns the GroundMesh.
  85815. */
  85816. updateCoordinateHeights(): GroundMesh;
  85817. private _getFacetAt;
  85818. private _initHeightQuads;
  85819. private _computeHeightQuads;
  85820. /**
  85821. * Serializes this ground mesh
  85822. * @param serializationObject object to write serialization to
  85823. */
  85824. serialize(serializationObject: any): void;
  85825. /**
  85826. * Parses a serialized ground mesh
  85827. * @param parsedMesh the serialized mesh
  85828. * @param scene the scene to create the ground mesh in
  85829. * @returns the created ground mesh
  85830. */
  85831. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85832. }
  85833. }
  85834. declare module BABYLON {
  85835. /**
  85836. * Interface for Physics-Joint data
  85837. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85838. */
  85839. export interface PhysicsJointData {
  85840. /**
  85841. * The main pivot of the joint
  85842. */
  85843. mainPivot?: Vector3;
  85844. /**
  85845. * The connected pivot of the joint
  85846. */
  85847. connectedPivot?: Vector3;
  85848. /**
  85849. * The main axis of the joint
  85850. */
  85851. mainAxis?: Vector3;
  85852. /**
  85853. * The connected axis of the joint
  85854. */
  85855. connectedAxis?: Vector3;
  85856. /**
  85857. * The collision of the joint
  85858. */
  85859. collision?: boolean;
  85860. /**
  85861. * Native Oimo/Cannon/Energy data
  85862. */
  85863. nativeParams?: any;
  85864. }
  85865. /**
  85866. * This is a holder class for the physics joint created by the physics plugin
  85867. * It holds a set of functions to control the underlying joint
  85868. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85869. */
  85870. export class PhysicsJoint {
  85871. /**
  85872. * The type of the physics joint
  85873. */
  85874. type: number;
  85875. /**
  85876. * The data for the physics joint
  85877. */
  85878. jointData: PhysicsJointData;
  85879. private _physicsJoint;
  85880. protected _physicsPlugin: IPhysicsEnginePlugin;
  85881. /**
  85882. * Initializes the physics joint
  85883. * @param type The type of the physics joint
  85884. * @param jointData The data for the physics joint
  85885. */
  85886. constructor(
  85887. /**
  85888. * The type of the physics joint
  85889. */
  85890. type: number,
  85891. /**
  85892. * The data for the physics joint
  85893. */
  85894. jointData: PhysicsJointData);
  85895. /**
  85896. * Gets the physics joint
  85897. */
  85898. /**
  85899. * Sets the physics joint
  85900. */
  85901. physicsJoint: any;
  85902. /**
  85903. * Sets the physics plugin
  85904. */
  85905. physicsPlugin: IPhysicsEnginePlugin;
  85906. /**
  85907. * Execute a function that is physics-plugin specific.
  85908. * @param {Function} func the function that will be executed.
  85909. * It accepts two parameters: the physics world and the physics joint
  85910. */
  85911. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  85912. /**
  85913. * Distance-Joint type
  85914. */
  85915. static DistanceJoint: number;
  85916. /**
  85917. * Hinge-Joint type
  85918. */
  85919. static HingeJoint: number;
  85920. /**
  85921. * Ball-and-Socket joint type
  85922. */
  85923. static BallAndSocketJoint: number;
  85924. /**
  85925. * Wheel-Joint type
  85926. */
  85927. static WheelJoint: number;
  85928. /**
  85929. * Slider-Joint type
  85930. */
  85931. static SliderJoint: number;
  85932. /**
  85933. * Prismatic-Joint type
  85934. */
  85935. static PrismaticJoint: number;
  85936. /**
  85937. * Universal-Joint type
  85938. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  85939. */
  85940. static UniversalJoint: number;
  85941. /**
  85942. * Hinge-Joint 2 type
  85943. */
  85944. static Hinge2Joint: number;
  85945. /**
  85946. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  85947. */
  85948. static PointToPointJoint: number;
  85949. /**
  85950. * Spring-Joint type
  85951. */
  85952. static SpringJoint: number;
  85953. /**
  85954. * Lock-Joint type
  85955. */
  85956. static LockJoint: number;
  85957. }
  85958. /**
  85959. * A class representing a physics distance joint
  85960. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85961. */
  85962. export class DistanceJoint extends PhysicsJoint {
  85963. /**
  85964. *
  85965. * @param jointData The data for the Distance-Joint
  85966. */
  85967. constructor(jointData: DistanceJointData);
  85968. /**
  85969. * Update the predefined distance.
  85970. * @param maxDistance The maximum preferred distance
  85971. * @param minDistance The minimum preferred distance
  85972. */
  85973. updateDistance(maxDistance: number, minDistance?: number): void;
  85974. }
  85975. /**
  85976. * Represents a Motor-Enabled Joint
  85977. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85978. */
  85979. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  85980. /**
  85981. * Initializes the Motor-Enabled Joint
  85982. * @param type The type of the joint
  85983. * @param jointData The physica joint data for the joint
  85984. */
  85985. constructor(type: number, jointData: PhysicsJointData);
  85986. /**
  85987. * Set the motor values.
  85988. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85989. * @param force the force to apply
  85990. * @param maxForce max force for this motor.
  85991. */
  85992. setMotor(force?: number, maxForce?: number): void;
  85993. /**
  85994. * Set the motor's limits.
  85995. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85996. * @param upperLimit The upper limit of the motor
  85997. * @param lowerLimit The lower limit of the motor
  85998. */
  85999. setLimit(upperLimit: number, lowerLimit?: number): void;
  86000. }
  86001. /**
  86002. * This class represents a single physics Hinge-Joint
  86003. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86004. */
  86005. export class HingeJoint extends MotorEnabledJoint {
  86006. /**
  86007. * Initializes the Hinge-Joint
  86008. * @param jointData The joint data for the Hinge-Joint
  86009. */
  86010. constructor(jointData: PhysicsJointData);
  86011. /**
  86012. * Set the motor values.
  86013. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86014. * @param {number} force the force to apply
  86015. * @param {number} maxForce max force for this motor.
  86016. */
  86017. setMotor(force?: number, maxForce?: number): void;
  86018. /**
  86019. * Set the motor's limits.
  86020. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86021. * @param upperLimit The upper limit of the motor
  86022. * @param lowerLimit The lower limit of the motor
  86023. */
  86024. setLimit(upperLimit: number, lowerLimit?: number): void;
  86025. }
  86026. /**
  86027. * This class represents a dual hinge physics joint (same as wheel joint)
  86028. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86029. */
  86030. export class Hinge2Joint extends MotorEnabledJoint {
  86031. /**
  86032. * Initializes the Hinge2-Joint
  86033. * @param jointData The joint data for the Hinge2-Joint
  86034. */
  86035. constructor(jointData: PhysicsJointData);
  86036. /**
  86037. * Set the motor values.
  86038. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86039. * @param {number} targetSpeed the speed the motor is to reach
  86040. * @param {number} maxForce max force for this motor.
  86041. * @param {motorIndex} the motor's index, 0 or 1.
  86042. */
  86043. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86044. /**
  86045. * Set the motor limits.
  86046. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86047. * @param {number} upperLimit the upper limit
  86048. * @param {number} lowerLimit lower limit
  86049. * @param {motorIndex} the motor's index, 0 or 1.
  86050. */
  86051. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86052. }
  86053. /**
  86054. * Interface for a motor enabled joint
  86055. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86056. */
  86057. export interface IMotorEnabledJoint {
  86058. /**
  86059. * Physics joint
  86060. */
  86061. physicsJoint: any;
  86062. /**
  86063. * Sets the motor of the motor-enabled joint
  86064. * @param force The force of the motor
  86065. * @param maxForce The maximum force of the motor
  86066. * @param motorIndex The index of the motor
  86067. */
  86068. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86069. /**
  86070. * Sets the limit of the motor
  86071. * @param upperLimit The upper limit of the motor
  86072. * @param lowerLimit The lower limit of the motor
  86073. * @param motorIndex The index of the motor
  86074. */
  86075. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86076. }
  86077. /**
  86078. * Joint data for a Distance-Joint
  86079. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86080. */
  86081. export interface DistanceJointData extends PhysicsJointData {
  86082. /**
  86083. * Max distance the 2 joint objects can be apart
  86084. */
  86085. maxDistance: number;
  86086. }
  86087. /**
  86088. * Joint data from a spring joint
  86089. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86090. */
  86091. export interface SpringJointData extends PhysicsJointData {
  86092. /**
  86093. * Length of the spring
  86094. */
  86095. length: number;
  86096. /**
  86097. * Stiffness of the spring
  86098. */
  86099. stiffness: number;
  86100. /**
  86101. * Damping of the spring
  86102. */
  86103. damping: number;
  86104. /** this callback will be called when applying the force to the impostors. */
  86105. forceApplicationCallback: () => void;
  86106. }
  86107. }
  86108. declare module BABYLON {
  86109. /**
  86110. * Holds the data for the raycast result
  86111. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86112. */
  86113. export class PhysicsRaycastResult {
  86114. private _hasHit;
  86115. private _hitDistance;
  86116. private _hitNormalWorld;
  86117. private _hitPointWorld;
  86118. private _rayFromWorld;
  86119. private _rayToWorld;
  86120. /**
  86121. * Gets if there was a hit
  86122. */
  86123. readonly hasHit: boolean;
  86124. /**
  86125. * Gets the distance from the hit
  86126. */
  86127. readonly hitDistance: number;
  86128. /**
  86129. * Gets the hit normal/direction in the world
  86130. */
  86131. readonly hitNormalWorld: Vector3;
  86132. /**
  86133. * Gets the hit point in the world
  86134. */
  86135. readonly hitPointWorld: Vector3;
  86136. /**
  86137. * Gets the ray "start point" of the ray in the world
  86138. */
  86139. readonly rayFromWorld: Vector3;
  86140. /**
  86141. * Gets the ray "end point" of the ray in the world
  86142. */
  86143. readonly rayToWorld: Vector3;
  86144. /**
  86145. * Sets the hit data (normal & point in world space)
  86146. * @param hitNormalWorld defines the normal in world space
  86147. * @param hitPointWorld defines the point in world space
  86148. */
  86149. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86150. /**
  86151. * Sets the distance from the start point to the hit point
  86152. * @param distance
  86153. */
  86154. setHitDistance(distance: number): void;
  86155. /**
  86156. * Calculates the distance manually
  86157. */
  86158. calculateHitDistance(): void;
  86159. /**
  86160. * Resets all the values to default
  86161. * @param from The from point on world space
  86162. * @param to The to point on world space
  86163. */
  86164. reset(from?: Vector3, to?: Vector3): void;
  86165. }
  86166. /**
  86167. * Interface for the size containing width and height
  86168. */
  86169. interface IXYZ {
  86170. /**
  86171. * X
  86172. */
  86173. x: number;
  86174. /**
  86175. * Y
  86176. */
  86177. y: number;
  86178. /**
  86179. * Z
  86180. */
  86181. z: number;
  86182. }
  86183. }
  86184. declare module BABYLON {
  86185. /**
  86186. * Interface used to describe a physics joint
  86187. */
  86188. export interface PhysicsImpostorJoint {
  86189. /** Defines the main impostor to which the joint is linked */
  86190. mainImpostor: PhysicsImpostor;
  86191. /** Defines the impostor that is connected to the main impostor using this joint */
  86192. connectedImpostor: PhysicsImpostor;
  86193. /** Defines the joint itself */
  86194. joint: PhysicsJoint;
  86195. }
  86196. /** @hidden */
  86197. export interface IPhysicsEnginePlugin {
  86198. world: any;
  86199. name: string;
  86200. setGravity(gravity: Vector3): void;
  86201. setTimeStep(timeStep: number): void;
  86202. getTimeStep(): number;
  86203. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86204. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86205. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86206. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86207. removePhysicsBody(impostor: PhysicsImpostor): void;
  86208. generateJoint(joint: PhysicsImpostorJoint): void;
  86209. removeJoint(joint: PhysicsImpostorJoint): void;
  86210. isSupported(): boolean;
  86211. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86212. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86213. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86214. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86215. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86216. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86217. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86218. getBodyMass(impostor: PhysicsImpostor): number;
  86219. getBodyFriction(impostor: PhysicsImpostor): number;
  86220. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86221. getBodyRestitution(impostor: PhysicsImpostor): number;
  86222. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86223. getBodyPressure?(impostor: PhysicsImpostor): number;
  86224. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86225. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86226. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86227. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86228. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86229. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86230. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86231. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86232. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86233. sleepBody(impostor: PhysicsImpostor): void;
  86234. wakeUpBody(impostor: PhysicsImpostor): void;
  86235. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86236. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86237. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86238. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86239. getRadius(impostor: PhysicsImpostor): number;
  86240. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86241. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86242. dispose(): void;
  86243. }
  86244. /**
  86245. * Interface used to define a physics engine
  86246. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86247. */
  86248. export interface IPhysicsEngine {
  86249. /**
  86250. * Gets the gravity vector used by the simulation
  86251. */
  86252. gravity: Vector3;
  86253. /**
  86254. * Sets the gravity vector used by the simulation
  86255. * @param gravity defines the gravity vector to use
  86256. */
  86257. setGravity(gravity: Vector3): void;
  86258. /**
  86259. * Set the time step of the physics engine.
  86260. * Default is 1/60.
  86261. * To slow it down, enter 1/600 for example.
  86262. * To speed it up, 1/30
  86263. * @param newTimeStep the new timestep to apply to this world.
  86264. */
  86265. setTimeStep(newTimeStep: number): void;
  86266. /**
  86267. * Get the time step of the physics engine.
  86268. * @returns the current time step
  86269. */
  86270. getTimeStep(): number;
  86271. /**
  86272. * Release all resources
  86273. */
  86274. dispose(): void;
  86275. /**
  86276. * Gets the name of the current physics plugin
  86277. * @returns the name of the plugin
  86278. */
  86279. getPhysicsPluginName(): string;
  86280. /**
  86281. * Adding a new impostor for the impostor tracking.
  86282. * This will be done by the impostor itself.
  86283. * @param impostor the impostor to add
  86284. */
  86285. addImpostor(impostor: PhysicsImpostor): void;
  86286. /**
  86287. * Remove an impostor from the engine.
  86288. * This impostor and its mesh will not longer be updated by the physics engine.
  86289. * @param impostor the impostor to remove
  86290. */
  86291. removeImpostor(impostor: PhysicsImpostor): void;
  86292. /**
  86293. * Add a joint to the physics engine
  86294. * @param mainImpostor defines the main impostor to which the joint is added.
  86295. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86296. * @param joint defines the joint that will connect both impostors.
  86297. */
  86298. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86299. /**
  86300. * Removes a joint from the simulation
  86301. * @param mainImpostor defines the impostor used with the joint
  86302. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86303. * @param joint defines the joint to remove
  86304. */
  86305. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86306. /**
  86307. * Gets the current plugin used to run the simulation
  86308. * @returns current plugin
  86309. */
  86310. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86311. /**
  86312. * Gets the list of physic impostors
  86313. * @returns an array of PhysicsImpostor
  86314. */
  86315. getImpostors(): Array<PhysicsImpostor>;
  86316. /**
  86317. * Gets the impostor for a physics enabled object
  86318. * @param object defines the object impersonated by the impostor
  86319. * @returns the PhysicsImpostor or null if not found
  86320. */
  86321. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86322. /**
  86323. * Gets the impostor for a physics body object
  86324. * @param body defines physics body used by the impostor
  86325. * @returns the PhysicsImpostor or null if not found
  86326. */
  86327. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86328. /**
  86329. * Does a raycast in the physics world
  86330. * @param from when should the ray start?
  86331. * @param to when should the ray end?
  86332. * @returns PhysicsRaycastResult
  86333. */
  86334. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86335. /**
  86336. * Called by the scene. No need to call it.
  86337. * @param delta defines the timespam between frames
  86338. */
  86339. _step(delta: number): void;
  86340. }
  86341. }
  86342. declare module BABYLON {
  86343. /**
  86344. * The interface for the physics imposter parameters
  86345. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86346. */
  86347. export interface PhysicsImpostorParameters {
  86348. /**
  86349. * The mass of the physics imposter
  86350. */
  86351. mass: number;
  86352. /**
  86353. * The friction of the physics imposter
  86354. */
  86355. friction?: number;
  86356. /**
  86357. * The coefficient of restitution of the physics imposter
  86358. */
  86359. restitution?: number;
  86360. /**
  86361. * The native options of the physics imposter
  86362. */
  86363. nativeOptions?: any;
  86364. /**
  86365. * Specifies if the parent should be ignored
  86366. */
  86367. ignoreParent?: boolean;
  86368. /**
  86369. * Specifies if bi-directional transformations should be disabled
  86370. */
  86371. disableBidirectionalTransformation?: boolean;
  86372. /**
  86373. * The pressure inside the physics imposter, soft object only
  86374. */
  86375. pressure?: number;
  86376. /**
  86377. * The stiffness the physics imposter, soft object only
  86378. */
  86379. stiffness?: number;
  86380. /**
  86381. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86382. */
  86383. velocityIterations?: number;
  86384. /**
  86385. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86386. */
  86387. positionIterations?: number;
  86388. /**
  86389. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86390. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86391. * Add to fix multiple points
  86392. */
  86393. fixedPoints?: number;
  86394. /**
  86395. * The collision margin around a soft object
  86396. */
  86397. margin?: number;
  86398. /**
  86399. * The collision margin around a soft object
  86400. */
  86401. damping?: number;
  86402. /**
  86403. * The path for a rope based on an extrusion
  86404. */
  86405. path?: any;
  86406. /**
  86407. * The shape of an extrusion used for a rope based on an extrusion
  86408. */
  86409. shape?: any;
  86410. }
  86411. /**
  86412. * Interface for a physics-enabled object
  86413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86414. */
  86415. export interface IPhysicsEnabledObject {
  86416. /**
  86417. * The position of the physics-enabled object
  86418. */
  86419. position: Vector3;
  86420. /**
  86421. * The rotation of the physics-enabled object
  86422. */
  86423. rotationQuaternion: Nullable<Quaternion>;
  86424. /**
  86425. * The scale of the physics-enabled object
  86426. */
  86427. scaling: Vector3;
  86428. /**
  86429. * The rotation of the physics-enabled object
  86430. */
  86431. rotation?: Vector3;
  86432. /**
  86433. * The parent of the physics-enabled object
  86434. */
  86435. parent?: any;
  86436. /**
  86437. * The bounding info of the physics-enabled object
  86438. * @returns The bounding info of the physics-enabled object
  86439. */
  86440. getBoundingInfo(): BoundingInfo;
  86441. /**
  86442. * Computes the world matrix
  86443. * @param force Specifies if the world matrix should be computed by force
  86444. * @returns A world matrix
  86445. */
  86446. computeWorldMatrix(force: boolean): Matrix;
  86447. /**
  86448. * Gets the world matrix
  86449. * @returns A world matrix
  86450. */
  86451. getWorldMatrix?(): Matrix;
  86452. /**
  86453. * Gets the child meshes
  86454. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86455. * @returns An array of abstract meshes
  86456. */
  86457. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86458. /**
  86459. * Gets the vertex data
  86460. * @param kind The type of vertex data
  86461. * @returns A nullable array of numbers, or a float32 array
  86462. */
  86463. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86464. /**
  86465. * Gets the indices from the mesh
  86466. * @returns A nullable array of index arrays
  86467. */
  86468. getIndices?(): Nullable<IndicesArray>;
  86469. /**
  86470. * Gets the scene from the mesh
  86471. * @returns the indices array or null
  86472. */
  86473. getScene?(): Scene;
  86474. /**
  86475. * Gets the absolute position from the mesh
  86476. * @returns the absolute position
  86477. */
  86478. getAbsolutePosition(): Vector3;
  86479. /**
  86480. * Gets the absolute pivot point from the mesh
  86481. * @returns the absolute pivot point
  86482. */
  86483. getAbsolutePivotPoint(): Vector3;
  86484. /**
  86485. * Rotates the mesh
  86486. * @param axis The axis of rotation
  86487. * @param amount The amount of rotation
  86488. * @param space The space of the rotation
  86489. * @returns The rotation transform node
  86490. */
  86491. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86492. /**
  86493. * Translates the mesh
  86494. * @param axis The axis of translation
  86495. * @param distance The distance of translation
  86496. * @param space The space of the translation
  86497. * @returns The transform node
  86498. */
  86499. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86500. /**
  86501. * Sets the absolute position of the mesh
  86502. * @param absolutePosition The absolute position of the mesh
  86503. * @returns The transform node
  86504. */
  86505. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86506. /**
  86507. * Gets the class name of the mesh
  86508. * @returns The class name
  86509. */
  86510. getClassName(): string;
  86511. }
  86512. /**
  86513. * Represents a physics imposter
  86514. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86515. */
  86516. export class PhysicsImpostor {
  86517. /**
  86518. * The physics-enabled object used as the physics imposter
  86519. */
  86520. object: IPhysicsEnabledObject;
  86521. /**
  86522. * The type of the physics imposter
  86523. */
  86524. type: number;
  86525. private _options;
  86526. private _scene?;
  86527. /**
  86528. * The default object size of the imposter
  86529. */
  86530. static DEFAULT_OBJECT_SIZE: Vector3;
  86531. /**
  86532. * The identity quaternion of the imposter
  86533. */
  86534. static IDENTITY_QUATERNION: Quaternion;
  86535. /** @hidden */
  86536. _pluginData: any;
  86537. private _physicsEngine;
  86538. private _physicsBody;
  86539. private _bodyUpdateRequired;
  86540. private _onBeforePhysicsStepCallbacks;
  86541. private _onAfterPhysicsStepCallbacks;
  86542. /** @hidden */
  86543. _onPhysicsCollideCallbacks: Array<{
  86544. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86545. otherImpostors: Array<PhysicsImpostor>;
  86546. }>;
  86547. private _deltaPosition;
  86548. private _deltaRotation;
  86549. private _deltaRotationConjugated;
  86550. /** @hidden */
  86551. _isFromLine: boolean;
  86552. private _parent;
  86553. private _isDisposed;
  86554. private static _tmpVecs;
  86555. private static _tmpQuat;
  86556. /**
  86557. * Specifies if the physics imposter is disposed
  86558. */
  86559. readonly isDisposed: boolean;
  86560. /**
  86561. * Gets the mass of the physics imposter
  86562. */
  86563. mass: number;
  86564. /**
  86565. * Gets the coefficient of friction
  86566. */
  86567. /**
  86568. * Sets the coefficient of friction
  86569. */
  86570. friction: number;
  86571. /**
  86572. * Gets the coefficient of restitution
  86573. */
  86574. /**
  86575. * Sets the coefficient of restitution
  86576. */
  86577. restitution: number;
  86578. /**
  86579. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86580. */
  86581. /**
  86582. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86583. */
  86584. pressure: number;
  86585. /**
  86586. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86587. */
  86588. /**
  86589. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86590. */
  86591. stiffness: number;
  86592. /**
  86593. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86594. */
  86595. /**
  86596. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86597. */
  86598. velocityIterations: number;
  86599. /**
  86600. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86601. */
  86602. /**
  86603. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86604. */
  86605. positionIterations: number;
  86606. /**
  86607. * The unique id of the physics imposter
  86608. * set by the physics engine when adding this impostor to the array
  86609. */
  86610. uniqueId: number;
  86611. /**
  86612. * @hidden
  86613. */
  86614. soft: boolean;
  86615. /**
  86616. * @hidden
  86617. */
  86618. segments: number;
  86619. private _joints;
  86620. /**
  86621. * Initializes the physics imposter
  86622. * @param object The physics-enabled object used as the physics imposter
  86623. * @param type The type of the physics imposter
  86624. * @param _options The options for the physics imposter
  86625. * @param _scene The Babylon scene
  86626. */
  86627. constructor(
  86628. /**
  86629. * The physics-enabled object used as the physics imposter
  86630. */
  86631. object: IPhysicsEnabledObject,
  86632. /**
  86633. * The type of the physics imposter
  86634. */
  86635. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86636. /**
  86637. * This function will completly initialize this impostor.
  86638. * It will create a new body - but only if this mesh has no parent.
  86639. * If it has, this impostor will not be used other than to define the impostor
  86640. * of the child mesh.
  86641. * @hidden
  86642. */
  86643. _init(): void;
  86644. private _getPhysicsParent;
  86645. /**
  86646. * Should a new body be generated.
  86647. * @returns boolean specifying if body initialization is required
  86648. */
  86649. isBodyInitRequired(): boolean;
  86650. /**
  86651. * Sets the updated scaling
  86652. * @param updated Specifies if the scaling is updated
  86653. */
  86654. setScalingUpdated(): void;
  86655. /**
  86656. * Force a regeneration of this or the parent's impostor's body.
  86657. * Use under cautious - This will remove all joints already implemented.
  86658. */
  86659. forceUpdate(): void;
  86660. /**
  86661. * Gets the body that holds this impostor. Either its own, or its parent.
  86662. */
  86663. /**
  86664. * Set the physics body. Used mainly by the physics engine/plugin
  86665. */
  86666. physicsBody: any;
  86667. /**
  86668. * Get the parent of the physics imposter
  86669. * @returns Physics imposter or null
  86670. */
  86671. /**
  86672. * Sets the parent of the physics imposter
  86673. */
  86674. parent: Nullable<PhysicsImpostor>;
  86675. /**
  86676. * Resets the update flags
  86677. */
  86678. resetUpdateFlags(): void;
  86679. /**
  86680. * Gets the object extend size
  86681. * @returns the object extend size
  86682. */
  86683. getObjectExtendSize(): Vector3;
  86684. /**
  86685. * Gets the object center
  86686. * @returns The object center
  86687. */
  86688. getObjectCenter(): Vector3;
  86689. /**
  86690. * Get a specific parametes from the options parameter
  86691. * @param paramName The object parameter name
  86692. * @returns The object parameter
  86693. */
  86694. getParam(paramName: string): any;
  86695. /**
  86696. * Sets a specific parameter in the options given to the physics plugin
  86697. * @param paramName The parameter name
  86698. * @param value The value of the parameter
  86699. */
  86700. setParam(paramName: string, value: number): void;
  86701. /**
  86702. * Specifically change the body's mass option. Won't recreate the physics body object
  86703. * @param mass The mass of the physics imposter
  86704. */
  86705. setMass(mass: number): void;
  86706. /**
  86707. * Gets the linear velocity
  86708. * @returns linear velocity or null
  86709. */
  86710. getLinearVelocity(): Nullable<Vector3>;
  86711. /**
  86712. * Sets the linear velocity
  86713. * @param velocity linear velocity or null
  86714. */
  86715. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86716. /**
  86717. * Gets the angular velocity
  86718. * @returns angular velocity or null
  86719. */
  86720. getAngularVelocity(): Nullable<Vector3>;
  86721. /**
  86722. * Sets the angular velocity
  86723. * @param velocity The velocity or null
  86724. */
  86725. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86726. /**
  86727. * Execute a function with the physics plugin native code
  86728. * Provide a function the will have two variables - the world object and the physics body object
  86729. * @param func The function to execute with the physics plugin native code
  86730. */
  86731. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86732. /**
  86733. * Register a function that will be executed before the physics world is stepping forward
  86734. * @param func The function to execute before the physics world is stepped forward
  86735. */
  86736. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86737. /**
  86738. * Unregister a function that will be executed before the physics world is stepping forward
  86739. * @param func The function to execute before the physics world is stepped forward
  86740. */
  86741. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86742. /**
  86743. * Register a function that will be executed after the physics step
  86744. * @param func The function to execute after physics step
  86745. */
  86746. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86747. /**
  86748. * Unregisters a function that will be executed after the physics step
  86749. * @param func The function to execute after physics step
  86750. */
  86751. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86752. /**
  86753. * register a function that will be executed when this impostor collides against a different body
  86754. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86755. * @param func Callback that is executed on collision
  86756. */
  86757. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86758. /**
  86759. * Unregisters the physics imposter on contact
  86760. * @param collideAgainst The physics object to collide against
  86761. * @param func Callback to execute on collision
  86762. */
  86763. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86764. private _tmpQuat;
  86765. private _tmpQuat2;
  86766. /**
  86767. * Get the parent rotation
  86768. * @returns The parent rotation
  86769. */
  86770. getParentsRotation(): Quaternion;
  86771. /**
  86772. * this function is executed by the physics engine.
  86773. */
  86774. beforeStep: () => void;
  86775. /**
  86776. * this function is executed by the physics engine
  86777. */
  86778. afterStep: () => void;
  86779. /**
  86780. * Legacy collision detection event support
  86781. */
  86782. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86783. /**
  86784. * event and body object due to cannon's event-based architecture.
  86785. */
  86786. onCollide: (e: {
  86787. body: any;
  86788. }) => void;
  86789. /**
  86790. * Apply a force
  86791. * @param force The force to apply
  86792. * @param contactPoint The contact point for the force
  86793. * @returns The physics imposter
  86794. */
  86795. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86796. /**
  86797. * Apply an impulse
  86798. * @param force The impulse force
  86799. * @param contactPoint The contact point for the impulse force
  86800. * @returns The physics imposter
  86801. */
  86802. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86803. /**
  86804. * A help function to create a joint
  86805. * @param otherImpostor A physics imposter used to create a joint
  86806. * @param jointType The type of joint
  86807. * @param jointData The data for the joint
  86808. * @returns The physics imposter
  86809. */
  86810. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86811. /**
  86812. * Add a joint to this impostor with a different impostor
  86813. * @param otherImpostor A physics imposter used to add a joint
  86814. * @param joint The joint to add
  86815. * @returns The physics imposter
  86816. */
  86817. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86818. /**
  86819. * Add an anchor to a cloth impostor
  86820. * @param otherImpostor rigid impostor to anchor to
  86821. * @param width ratio across width from 0 to 1
  86822. * @param height ratio up height from 0 to 1
  86823. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86824. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86825. * @returns impostor the soft imposter
  86826. */
  86827. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86828. /**
  86829. * Add a hook to a rope impostor
  86830. * @param otherImpostor rigid impostor to anchor to
  86831. * @param length ratio across rope from 0 to 1
  86832. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86833. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86834. * @returns impostor the rope imposter
  86835. */
  86836. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86837. /**
  86838. * Will keep this body still, in a sleep mode.
  86839. * @returns the physics imposter
  86840. */
  86841. sleep(): PhysicsImpostor;
  86842. /**
  86843. * Wake the body up.
  86844. * @returns The physics imposter
  86845. */
  86846. wakeUp(): PhysicsImpostor;
  86847. /**
  86848. * Clones the physics imposter
  86849. * @param newObject The physics imposter clones to this physics-enabled object
  86850. * @returns A nullable physics imposter
  86851. */
  86852. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86853. /**
  86854. * Disposes the physics imposter
  86855. */
  86856. dispose(): void;
  86857. /**
  86858. * Sets the delta position
  86859. * @param position The delta position amount
  86860. */
  86861. setDeltaPosition(position: Vector3): void;
  86862. /**
  86863. * Sets the delta rotation
  86864. * @param rotation The delta rotation amount
  86865. */
  86866. setDeltaRotation(rotation: Quaternion): void;
  86867. /**
  86868. * Gets the box size of the physics imposter and stores the result in the input parameter
  86869. * @param result Stores the box size
  86870. * @returns The physics imposter
  86871. */
  86872. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  86873. /**
  86874. * Gets the radius of the physics imposter
  86875. * @returns Radius of the physics imposter
  86876. */
  86877. getRadius(): number;
  86878. /**
  86879. * Sync a bone with this impostor
  86880. * @param bone The bone to sync to the impostor.
  86881. * @param boneMesh The mesh that the bone is influencing.
  86882. * @param jointPivot The pivot of the joint / bone in local space.
  86883. * @param distToJoint Optional distance from the impostor to the joint.
  86884. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86885. */
  86886. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  86887. /**
  86888. * Sync impostor to a bone
  86889. * @param bone The bone that the impostor will be synced to.
  86890. * @param boneMesh The mesh that the bone is influencing.
  86891. * @param jointPivot The pivot of the joint / bone in local space.
  86892. * @param distToJoint Optional distance from the impostor to the joint.
  86893. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86894. * @param boneAxis Optional vector3 axis the bone is aligned with
  86895. */
  86896. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  86897. /**
  86898. * No-Imposter type
  86899. */
  86900. static NoImpostor: number;
  86901. /**
  86902. * Sphere-Imposter type
  86903. */
  86904. static SphereImpostor: number;
  86905. /**
  86906. * Box-Imposter type
  86907. */
  86908. static BoxImpostor: number;
  86909. /**
  86910. * Plane-Imposter type
  86911. */
  86912. static PlaneImpostor: number;
  86913. /**
  86914. * Mesh-imposter type
  86915. */
  86916. static MeshImpostor: number;
  86917. /**
  86918. * Capsule-Impostor type (Ammo.js plugin only)
  86919. */
  86920. static CapsuleImpostor: number;
  86921. /**
  86922. * Cylinder-Imposter type
  86923. */
  86924. static CylinderImpostor: number;
  86925. /**
  86926. * Particle-Imposter type
  86927. */
  86928. static ParticleImpostor: number;
  86929. /**
  86930. * Heightmap-Imposter type
  86931. */
  86932. static HeightmapImpostor: number;
  86933. /**
  86934. * ConvexHull-Impostor type (Ammo.js plugin only)
  86935. */
  86936. static ConvexHullImpostor: number;
  86937. /**
  86938. * Rope-Imposter type
  86939. */
  86940. static RopeImpostor: number;
  86941. /**
  86942. * Cloth-Imposter type
  86943. */
  86944. static ClothImpostor: number;
  86945. /**
  86946. * Softbody-Imposter type
  86947. */
  86948. static SoftbodyImpostor: number;
  86949. }
  86950. }
  86951. declare module BABYLON {
  86952. /**
  86953. * @hidden
  86954. **/
  86955. export class _CreationDataStorage {
  86956. closePath?: boolean;
  86957. closeArray?: boolean;
  86958. idx: number[];
  86959. dashSize: number;
  86960. gapSize: number;
  86961. path3D: Path3D;
  86962. pathArray: Vector3[][];
  86963. arc: number;
  86964. radius: number;
  86965. cap: number;
  86966. tessellation: number;
  86967. }
  86968. /**
  86969. * @hidden
  86970. **/
  86971. class _InstanceDataStorage {
  86972. visibleInstances: any;
  86973. batchCache: _InstancesBatch;
  86974. instancesBufferSize: number;
  86975. instancesBuffer: Nullable<Buffer>;
  86976. instancesData: Float32Array;
  86977. overridenInstanceCount: number;
  86978. isFrozen: boolean;
  86979. previousBatch: Nullable<_InstancesBatch>;
  86980. hardwareInstancedRendering: boolean;
  86981. sideOrientation: number;
  86982. }
  86983. /**
  86984. * @hidden
  86985. **/
  86986. export class _InstancesBatch {
  86987. mustReturn: boolean;
  86988. visibleInstances: Nullable<InstancedMesh[]>[];
  86989. renderSelf: boolean[];
  86990. hardwareInstancedRendering: boolean[];
  86991. }
  86992. /**
  86993. * Class used to represent renderable models
  86994. */
  86995. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  86996. /**
  86997. * Mesh side orientation : usually the external or front surface
  86998. */
  86999. static readonly FRONTSIDE: number;
  87000. /**
  87001. * Mesh side orientation : usually the internal or back surface
  87002. */
  87003. static readonly BACKSIDE: number;
  87004. /**
  87005. * Mesh side orientation : both internal and external or front and back surfaces
  87006. */
  87007. static readonly DOUBLESIDE: number;
  87008. /**
  87009. * Mesh side orientation : by default, `FRONTSIDE`
  87010. */
  87011. static readonly DEFAULTSIDE: number;
  87012. /**
  87013. * Mesh cap setting : no cap
  87014. */
  87015. static readonly NO_CAP: number;
  87016. /**
  87017. * Mesh cap setting : one cap at the beginning of the mesh
  87018. */
  87019. static readonly CAP_START: number;
  87020. /**
  87021. * Mesh cap setting : one cap at the end of the mesh
  87022. */
  87023. static readonly CAP_END: number;
  87024. /**
  87025. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87026. */
  87027. static readonly CAP_ALL: number;
  87028. /**
  87029. * Mesh pattern setting : no flip or rotate
  87030. */
  87031. static readonly NO_FLIP: number;
  87032. /**
  87033. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87034. */
  87035. static readonly FLIP_TILE: number;
  87036. /**
  87037. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87038. */
  87039. static readonly ROTATE_TILE: number;
  87040. /**
  87041. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87042. */
  87043. static readonly FLIP_ROW: number;
  87044. /**
  87045. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87046. */
  87047. static readonly ROTATE_ROW: number;
  87048. /**
  87049. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87050. */
  87051. static readonly FLIP_N_ROTATE_TILE: number;
  87052. /**
  87053. * Mesh pattern setting : rotate pattern and rotate
  87054. */
  87055. static readonly FLIP_N_ROTATE_ROW: number;
  87056. /**
  87057. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87058. */
  87059. static readonly CENTER: number;
  87060. /**
  87061. * Mesh tile positioning : part tiles on left
  87062. */
  87063. static readonly LEFT: number;
  87064. /**
  87065. * Mesh tile positioning : part tiles on right
  87066. */
  87067. static readonly RIGHT: number;
  87068. /**
  87069. * Mesh tile positioning : part tiles on top
  87070. */
  87071. static readonly TOP: number;
  87072. /**
  87073. * Mesh tile positioning : part tiles on bottom
  87074. */
  87075. static readonly BOTTOM: number;
  87076. /**
  87077. * Gets the default side orientation.
  87078. * @param orientation the orientation to value to attempt to get
  87079. * @returns the default orientation
  87080. * @hidden
  87081. */
  87082. static _GetDefaultSideOrientation(orientation?: number): number;
  87083. private _internalMeshDataInfo;
  87084. /**
  87085. * An event triggered before rendering the mesh
  87086. */
  87087. readonly onBeforeRenderObservable: Observable<Mesh>;
  87088. /**
  87089. * An event triggered before binding the mesh
  87090. */
  87091. readonly onBeforeBindObservable: Observable<Mesh>;
  87092. /**
  87093. * An event triggered after rendering the mesh
  87094. */
  87095. readonly onAfterRenderObservable: Observable<Mesh>;
  87096. /**
  87097. * An event triggered before drawing the mesh
  87098. */
  87099. readonly onBeforeDrawObservable: Observable<Mesh>;
  87100. private _onBeforeDrawObserver;
  87101. /**
  87102. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87103. */
  87104. onBeforeDraw: () => void;
  87105. /**
  87106. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87107. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87108. */
  87109. delayLoadState: number;
  87110. /**
  87111. * Gets the list of instances created from this mesh
  87112. * it is not supposed to be modified manually.
  87113. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87114. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87115. */
  87116. instances: InstancedMesh[];
  87117. /**
  87118. * Gets the file containing delay loading data for this mesh
  87119. */
  87120. delayLoadingFile: string;
  87121. /** @hidden */
  87122. _binaryInfo: any;
  87123. /**
  87124. * User defined function used to change how LOD level selection is done
  87125. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87126. */
  87127. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87128. /**
  87129. * Gets or sets the morph target manager
  87130. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87131. */
  87132. morphTargetManager: Nullable<MorphTargetManager>;
  87133. /** @hidden */
  87134. _creationDataStorage: Nullable<_CreationDataStorage>;
  87135. /** @hidden */
  87136. _geometry: Nullable<Geometry>;
  87137. /** @hidden */
  87138. _delayInfo: Array<string>;
  87139. /** @hidden */
  87140. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87141. /** @hidden */
  87142. _instanceDataStorage: _InstanceDataStorage;
  87143. private _effectiveMaterial;
  87144. /** @hidden */
  87145. _shouldGenerateFlatShading: boolean;
  87146. /** @hidden */
  87147. _originalBuilderSideOrientation: number;
  87148. /**
  87149. * Use this property to change the original side orientation defined at construction time
  87150. */
  87151. overrideMaterialSideOrientation: Nullable<number>;
  87152. /**
  87153. * Gets the source mesh (the one used to clone this one from)
  87154. */
  87155. readonly source: Nullable<Mesh>;
  87156. /**
  87157. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87158. */
  87159. isUnIndexed: boolean;
  87160. /**
  87161. * @constructor
  87162. * @param name The value used by scene.getMeshByName() to do a lookup.
  87163. * @param scene The scene to add this mesh to.
  87164. * @param parent The parent of this mesh, if it has one
  87165. * @param source An optional Mesh from which geometry is shared, cloned.
  87166. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87167. * When false, achieved by calling a clone(), also passing False.
  87168. * This will make creation of children, recursive.
  87169. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87170. */
  87171. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87172. /**
  87173. * Gets the class name
  87174. * @returns the string "Mesh".
  87175. */
  87176. getClassName(): string;
  87177. /** @hidden */
  87178. readonly _isMesh: boolean;
  87179. /**
  87180. * Returns a description of this mesh
  87181. * @param fullDetails define if full details about this mesh must be used
  87182. * @returns a descriptive string representing this mesh
  87183. */
  87184. toString(fullDetails?: boolean): string;
  87185. /** @hidden */
  87186. _unBindEffect(): void;
  87187. /**
  87188. * Gets a boolean indicating if this mesh has LOD
  87189. */
  87190. readonly hasLODLevels: boolean;
  87191. /**
  87192. * Gets the list of MeshLODLevel associated with the current mesh
  87193. * @returns an array of MeshLODLevel
  87194. */
  87195. getLODLevels(): MeshLODLevel[];
  87196. private _sortLODLevels;
  87197. /**
  87198. * Add a mesh as LOD level triggered at the given distance.
  87199. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87200. * @param distance The distance from the center of the object to show this level
  87201. * @param mesh The mesh to be added as LOD level (can be null)
  87202. * @return This mesh (for chaining)
  87203. */
  87204. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87205. /**
  87206. * Returns the LOD level mesh at the passed distance or null if not found.
  87207. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87208. * @param distance The distance from the center of the object to show this level
  87209. * @returns a Mesh or `null`
  87210. */
  87211. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87212. /**
  87213. * Remove a mesh from the LOD array
  87214. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87215. * @param mesh defines the mesh to be removed
  87216. * @return This mesh (for chaining)
  87217. */
  87218. removeLODLevel(mesh: Mesh): Mesh;
  87219. /**
  87220. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87221. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87222. * @param camera defines the camera to use to compute distance
  87223. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87224. * @return This mesh (for chaining)
  87225. */
  87226. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87227. /**
  87228. * Gets the mesh internal Geometry object
  87229. */
  87230. readonly geometry: Nullable<Geometry>;
  87231. /**
  87232. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87233. * @returns the total number of vertices
  87234. */
  87235. getTotalVertices(): number;
  87236. /**
  87237. * Returns the content of an associated vertex buffer
  87238. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87239. * - VertexBuffer.PositionKind
  87240. * - VertexBuffer.UVKind
  87241. * - VertexBuffer.UV2Kind
  87242. * - VertexBuffer.UV3Kind
  87243. * - VertexBuffer.UV4Kind
  87244. * - VertexBuffer.UV5Kind
  87245. * - VertexBuffer.UV6Kind
  87246. * - VertexBuffer.ColorKind
  87247. * - VertexBuffer.MatricesIndicesKind
  87248. * - VertexBuffer.MatricesIndicesExtraKind
  87249. * - VertexBuffer.MatricesWeightsKind
  87250. * - VertexBuffer.MatricesWeightsExtraKind
  87251. * @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
  87252. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87253. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87254. */
  87255. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87256. /**
  87257. * Returns the mesh VertexBuffer object from the requested `kind`
  87258. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87259. * - VertexBuffer.PositionKind
  87260. * - VertexBuffer.NormalKind
  87261. * - VertexBuffer.UVKind
  87262. * - VertexBuffer.UV2Kind
  87263. * - VertexBuffer.UV3Kind
  87264. * - VertexBuffer.UV4Kind
  87265. * - VertexBuffer.UV5Kind
  87266. * - VertexBuffer.UV6Kind
  87267. * - VertexBuffer.ColorKind
  87268. * - VertexBuffer.MatricesIndicesKind
  87269. * - VertexBuffer.MatricesIndicesExtraKind
  87270. * - VertexBuffer.MatricesWeightsKind
  87271. * - VertexBuffer.MatricesWeightsExtraKind
  87272. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87273. */
  87274. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87275. /**
  87276. * Tests if a specific vertex buffer is associated with this mesh
  87277. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87278. * - VertexBuffer.PositionKind
  87279. * - VertexBuffer.NormalKind
  87280. * - VertexBuffer.UVKind
  87281. * - VertexBuffer.UV2Kind
  87282. * - VertexBuffer.UV3Kind
  87283. * - VertexBuffer.UV4Kind
  87284. * - VertexBuffer.UV5Kind
  87285. * - VertexBuffer.UV6Kind
  87286. * - VertexBuffer.ColorKind
  87287. * - VertexBuffer.MatricesIndicesKind
  87288. * - VertexBuffer.MatricesIndicesExtraKind
  87289. * - VertexBuffer.MatricesWeightsKind
  87290. * - VertexBuffer.MatricesWeightsExtraKind
  87291. * @returns a boolean
  87292. */
  87293. isVerticesDataPresent(kind: string): boolean;
  87294. /**
  87295. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87296. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87297. * - VertexBuffer.PositionKind
  87298. * - VertexBuffer.UVKind
  87299. * - VertexBuffer.UV2Kind
  87300. * - VertexBuffer.UV3Kind
  87301. * - VertexBuffer.UV4Kind
  87302. * - VertexBuffer.UV5Kind
  87303. * - VertexBuffer.UV6Kind
  87304. * - VertexBuffer.ColorKind
  87305. * - VertexBuffer.MatricesIndicesKind
  87306. * - VertexBuffer.MatricesIndicesExtraKind
  87307. * - VertexBuffer.MatricesWeightsKind
  87308. * - VertexBuffer.MatricesWeightsExtraKind
  87309. * @returns a boolean
  87310. */
  87311. isVertexBufferUpdatable(kind: string): boolean;
  87312. /**
  87313. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87314. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87315. * - VertexBuffer.PositionKind
  87316. * - VertexBuffer.NormalKind
  87317. * - VertexBuffer.UVKind
  87318. * - VertexBuffer.UV2Kind
  87319. * - VertexBuffer.UV3Kind
  87320. * - VertexBuffer.UV4Kind
  87321. * - VertexBuffer.UV5Kind
  87322. * - VertexBuffer.UV6Kind
  87323. * - VertexBuffer.ColorKind
  87324. * - VertexBuffer.MatricesIndicesKind
  87325. * - VertexBuffer.MatricesIndicesExtraKind
  87326. * - VertexBuffer.MatricesWeightsKind
  87327. * - VertexBuffer.MatricesWeightsExtraKind
  87328. * @returns an array of strings
  87329. */
  87330. getVerticesDataKinds(): string[];
  87331. /**
  87332. * Returns a positive integer : the total number of indices in this mesh geometry.
  87333. * @returns the numner of indices or zero if the mesh has no geometry.
  87334. */
  87335. getTotalIndices(): number;
  87336. /**
  87337. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87338. * @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.
  87339. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87340. * @returns the indices array or an empty array if the mesh has no geometry
  87341. */
  87342. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87343. readonly isBlocked: boolean;
  87344. /**
  87345. * Determine if the current mesh is ready to be rendered
  87346. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87347. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87348. * @returns true if all associated assets are ready (material, textures, shaders)
  87349. */
  87350. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87351. /**
  87352. * 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.
  87353. */
  87354. readonly areNormalsFrozen: boolean;
  87355. /**
  87356. * 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.
  87357. * @returns the current mesh
  87358. */
  87359. freezeNormals(): Mesh;
  87360. /**
  87361. * 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
  87362. * @returns the current mesh
  87363. */
  87364. unfreezeNormals(): Mesh;
  87365. /**
  87366. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87367. */
  87368. overridenInstanceCount: number;
  87369. /** @hidden */
  87370. _preActivate(): Mesh;
  87371. /** @hidden */
  87372. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87373. /** @hidden */
  87374. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87375. /**
  87376. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87377. * This means the mesh underlying bounding box and sphere are recomputed.
  87378. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87379. * @returns the current mesh
  87380. */
  87381. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87382. /** @hidden */
  87383. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87384. /**
  87385. * This function will subdivide the mesh into multiple submeshes
  87386. * @param count defines the expected number of submeshes
  87387. */
  87388. subdivide(count: number): void;
  87389. /**
  87390. * Copy a FloatArray into a specific associated vertex buffer
  87391. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87392. * - VertexBuffer.PositionKind
  87393. * - VertexBuffer.UVKind
  87394. * - VertexBuffer.UV2Kind
  87395. * - VertexBuffer.UV3Kind
  87396. * - VertexBuffer.UV4Kind
  87397. * - VertexBuffer.UV5Kind
  87398. * - VertexBuffer.UV6Kind
  87399. * - VertexBuffer.ColorKind
  87400. * - VertexBuffer.MatricesIndicesKind
  87401. * - VertexBuffer.MatricesIndicesExtraKind
  87402. * - VertexBuffer.MatricesWeightsKind
  87403. * - VertexBuffer.MatricesWeightsExtraKind
  87404. * @param data defines the data source
  87405. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87406. * @param stride defines the data stride size (can be null)
  87407. * @returns the current mesh
  87408. */
  87409. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87410. /**
  87411. * Flags an associated vertex buffer as updatable
  87412. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87413. * - VertexBuffer.PositionKind
  87414. * - VertexBuffer.UVKind
  87415. * - VertexBuffer.UV2Kind
  87416. * - VertexBuffer.UV3Kind
  87417. * - VertexBuffer.UV4Kind
  87418. * - VertexBuffer.UV5Kind
  87419. * - VertexBuffer.UV6Kind
  87420. * - VertexBuffer.ColorKind
  87421. * - VertexBuffer.MatricesIndicesKind
  87422. * - VertexBuffer.MatricesIndicesExtraKind
  87423. * - VertexBuffer.MatricesWeightsKind
  87424. * - VertexBuffer.MatricesWeightsExtraKind
  87425. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87426. */
  87427. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87428. /**
  87429. * Sets the mesh global Vertex Buffer
  87430. * @param buffer defines the buffer to use
  87431. * @returns the current mesh
  87432. */
  87433. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87434. /**
  87435. * Update a specific associated vertex buffer
  87436. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87437. * - VertexBuffer.PositionKind
  87438. * - VertexBuffer.UVKind
  87439. * - VertexBuffer.UV2Kind
  87440. * - VertexBuffer.UV3Kind
  87441. * - VertexBuffer.UV4Kind
  87442. * - VertexBuffer.UV5Kind
  87443. * - VertexBuffer.UV6Kind
  87444. * - VertexBuffer.ColorKind
  87445. * - VertexBuffer.MatricesIndicesKind
  87446. * - VertexBuffer.MatricesIndicesExtraKind
  87447. * - VertexBuffer.MatricesWeightsKind
  87448. * - VertexBuffer.MatricesWeightsExtraKind
  87449. * @param data defines the data source
  87450. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87451. * @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)
  87452. * @returns the current mesh
  87453. */
  87454. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87455. /**
  87456. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87457. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87458. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87459. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87460. * @returns the current mesh
  87461. */
  87462. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87463. /**
  87464. * Creates a un-shared specific occurence of the geometry for the mesh.
  87465. * @returns the current mesh
  87466. */
  87467. makeGeometryUnique(): Mesh;
  87468. /**
  87469. * Set the index buffer of this mesh
  87470. * @param indices defines the source data
  87471. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87472. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87473. * @returns the current mesh
  87474. */
  87475. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87476. /**
  87477. * Update the current index buffer
  87478. * @param indices defines the source data
  87479. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87480. * @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)
  87481. * @returns the current mesh
  87482. */
  87483. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87484. /**
  87485. * Invert the geometry to move from a right handed system to a left handed one.
  87486. * @returns the current mesh
  87487. */
  87488. toLeftHanded(): Mesh;
  87489. /** @hidden */
  87490. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87491. /** @hidden */
  87492. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87493. /**
  87494. * Registers for this mesh a javascript function called just before the rendering process
  87495. * @param func defines the function to call before rendering this mesh
  87496. * @returns the current mesh
  87497. */
  87498. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87499. /**
  87500. * Disposes a previously registered javascript function called before the rendering
  87501. * @param func defines the function to remove
  87502. * @returns the current mesh
  87503. */
  87504. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87505. /**
  87506. * Registers for this mesh a javascript function called just after the rendering is complete
  87507. * @param func defines the function to call after rendering this mesh
  87508. * @returns the current mesh
  87509. */
  87510. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87511. /**
  87512. * Disposes a previously registered javascript function called after the rendering.
  87513. * @param func defines the function to remove
  87514. * @returns the current mesh
  87515. */
  87516. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87517. /** @hidden */
  87518. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87519. /** @hidden */
  87520. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87521. /** @hidden */
  87522. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87523. /** @hidden */
  87524. _rebuild(): void;
  87525. /** @hidden */
  87526. _freeze(): void;
  87527. /** @hidden */
  87528. _unFreeze(): void;
  87529. /**
  87530. * 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
  87531. * @param subMesh defines the subMesh to render
  87532. * @param enableAlphaMode defines if alpha mode can be changed
  87533. * @returns the current mesh
  87534. */
  87535. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87536. private _onBeforeDraw;
  87537. /**
  87538. * Renormalize the mesh and patch it up if there are no weights
  87539. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87540. * However in the case of zero weights then we set just a single influence to 1.
  87541. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87542. */
  87543. cleanMatrixWeights(): void;
  87544. private normalizeSkinFourWeights;
  87545. private normalizeSkinWeightsAndExtra;
  87546. /**
  87547. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87548. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87549. * the user know there was an issue with importing the mesh
  87550. * @returns a validation object with skinned, valid and report string
  87551. */
  87552. validateSkinning(): {
  87553. skinned: boolean;
  87554. valid: boolean;
  87555. report: string;
  87556. };
  87557. /** @hidden */
  87558. _checkDelayState(): Mesh;
  87559. private _queueLoad;
  87560. /**
  87561. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87562. * A mesh is in the frustum if its bounding box intersects the frustum
  87563. * @param frustumPlanes defines the frustum to test
  87564. * @returns true if the mesh is in the frustum planes
  87565. */
  87566. isInFrustum(frustumPlanes: Plane[]): boolean;
  87567. /**
  87568. * Sets the mesh material by the material or multiMaterial `id` property
  87569. * @param id is a string identifying the material or the multiMaterial
  87570. * @returns the current mesh
  87571. */
  87572. setMaterialByID(id: string): Mesh;
  87573. /**
  87574. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87575. * @returns an array of IAnimatable
  87576. */
  87577. getAnimatables(): IAnimatable[];
  87578. /**
  87579. * Modifies the mesh geometry according to the passed transformation matrix.
  87580. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87581. * The mesh normals are modified using the same transformation.
  87582. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87583. * @param transform defines the transform matrix to use
  87584. * @see http://doc.babylonjs.com/resources/baking_transformations
  87585. * @returns the current mesh
  87586. */
  87587. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87588. /**
  87589. * Modifies the mesh geometry according to its own current World Matrix.
  87590. * The mesh World Matrix is then reset.
  87591. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87592. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87593. * @see http://doc.babylonjs.com/resources/baking_transformations
  87594. * @returns the current mesh
  87595. */
  87596. bakeCurrentTransformIntoVertices(): Mesh;
  87597. /** @hidden */
  87598. readonly _positions: Nullable<Vector3[]>;
  87599. /** @hidden */
  87600. _resetPointsArrayCache(): Mesh;
  87601. /** @hidden */
  87602. _generatePointsArray(): boolean;
  87603. /**
  87604. * Returns a new Mesh object generated from the current mesh properties.
  87605. * This method must not get confused with createInstance()
  87606. * @param name is a string, the name given to the new mesh
  87607. * @param newParent can be any Node object (default `null`)
  87608. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87609. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87610. * @returns a new mesh
  87611. */
  87612. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87613. /**
  87614. * Releases resources associated with this mesh.
  87615. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87616. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87617. */
  87618. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87619. /**
  87620. * Modifies the mesh geometry according to a displacement map.
  87621. * 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.
  87622. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87623. * @param url is a string, the URL from the image file is to be downloaded.
  87624. * @param minHeight is the lower limit of the displacement.
  87625. * @param maxHeight is the upper limit of the displacement.
  87626. * @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.
  87627. * @param uvOffset is an optional vector2 used to offset UV.
  87628. * @param uvScale is an optional vector2 used to scale UV.
  87629. * @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.
  87630. * @returns the Mesh.
  87631. */
  87632. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87633. /**
  87634. * Modifies the mesh geometry according to a displacementMap buffer.
  87635. * 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.
  87636. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87637. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87638. * @param heightMapWidth is the width of the buffer image.
  87639. * @param heightMapHeight is the height of the buffer image.
  87640. * @param minHeight is the lower limit of the displacement.
  87641. * @param maxHeight is the upper limit of the displacement.
  87642. * @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.
  87643. * @param uvOffset is an optional vector2 used to offset UV.
  87644. * @param uvScale is an optional vector2 used to scale UV.
  87645. * @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.
  87646. * @returns the Mesh.
  87647. */
  87648. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87649. /**
  87650. * Modify the mesh to get a flat shading rendering.
  87651. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87652. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87653. * @returns current mesh
  87654. */
  87655. convertToFlatShadedMesh(): Mesh;
  87656. /**
  87657. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87658. * In other words, more vertices, no more indices and a single bigger VBO.
  87659. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87660. * @returns current mesh
  87661. */
  87662. convertToUnIndexedMesh(): Mesh;
  87663. /**
  87664. * Inverses facet orientations.
  87665. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87666. * @param flipNormals will also inverts the normals
  87667. * @returns current mesh
  87668. */
  87669. flipFaces(flipNormals?: boolean): Mesh;
  87670. /**
  87671. * Increase the number of facets and hence vertices in a mesh
  87672. * Vertex normals are interpolated from existing vertex normals
  87673. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87674. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87675. */
  87676. increaseVertices(numberPerEdge: number): void;
  87677. /**
  87678. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87679. * This will undo any application of covertToFlatShadedMesh
  87680. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87681. */
  87682. forceSharedVertices(): void;
  87683. /** @hidden */
  87684. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87685. /** @hidden */
  87686. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87687. /**
  87688. * Creates a new InstancedMesh object from the mesh model.
  87689. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87690. * @param name defines the name of the new instance
  87691. * @returns a new InstancedMesh
  87692. */
  87693. createInstance(name: string): InstancedMesh;
  87694. /**
  87695. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87696. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87697. * @returns the current mesh
  87698. */
  87699. synchronizeInstances(): Mesh;
  87700. /**
  87701. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87702. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87703. * This should be used together with the simplification to avoid disappearing triangles.
  87704. * @param successCallback an optional success callback to be called after the optimization finished.
  87705. * @returns the current mesh
  87706. */
  87707. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87708. /**
  87709. * Serialize current mesh
  87710. * @param serializationObject defines the object which will receive the serialization data
  87711. */
  87712. serialize(serializationObject: any): void;
  87713. /** @hidden */
  87714. _syncGeometryWithMorphTargetManager(): void;
  87715. /** @hidden */
  87716. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87717. /**
  87718. * Returns a new Mesh object parsed from the source provided.
  87719. * @param parsedMesh is the source
  87720. * @param scene defines the hosting scene
  87721. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87722. * @returns a new Mesh
  87723. */
  87724. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87725. /**
  87726. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87727. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87728. * @param name defines the name of the mesh to create
  87729. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87730. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87731. * @param closePath creates a seam between the first and the last points of each path of the path array
  87732. * @param offset is taken in account only if the `pathArray` is containing a single path
  87733. * @param scene defines the hosting scene
  87734. * @param updatable defines if the mesh must be flagged as updatable
  87735. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87736. * @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)
  87737. * @returns a new Mesh
  87738. */
  87739. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87740. /**
  87741. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87742. * @param name defines the name of the mesh to create
  87743. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87744. * @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
  87745. * @param scene defines the hosting scene
  87746. * @param updatable defines if the mesh must be flagged as updatable
  87747. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87748. * @returns a new Mesh
  87749. */
  87750. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87751. /**
  87752. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87753. * @param name defines the name of the mesh to create
  87754. * @param size sets the size (float) of each box side (default 1)
  87755. * @param scene defines the hosting scene
  87756. * @param updatable defines if the mesh must be flagged as updatable
  87757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87758. * @returns a new Mesh
  87759. */
  87760. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87761. /**
  87762. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87763. * @param name defines the name of the mesh to create
  87764. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87765. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87766. * @param scene defines the hosting scene
  87767. * @param updatable defines if the mesh must be flagged as updatable
  87768. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87769. * @returns a new Mesh
  87770. */
  87771. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87772. /**
  87773. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87774. * @param name defines the name of the mesh to create
  87775. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87776. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87777. * @param scene defines the hosting scene
  87778. * @returns a new Mesh
  87779. */
  87780. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87781. /**
  87782. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87783. * @param name defines the name of the mesh to create
  87784. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87785. * @param diameterTop set the top cap diameter (floats, default 1)
  87786. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87787. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87788. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87789. * @param scene defines the hosting scene
  87790. * @param updatable defines if the mesh must be flagged as updatable
  87791. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87792. * @returns a new Mesh
  87793. */
  87794. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87795. /**
  87796. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87797. * @param name defines the name of the mesh to create
  87798. * @param diameter sets the diameter size (float) of the torus (default 1)
  87799. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87800. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87801. * @param scene defines the hosting scene
  87802. * @param updatable defines if the mesh must be flagged as updatable
  87803. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87804. * @returns a new Mesh
  87805. */
  87806. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87807. /**
  87808. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87809. * @param name defines the name of the mesh to create
  87810. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87811. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87812. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87813. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87814. * @param p the number of windings on X axis (positive integers, default 2)
  87815. * @param q the number of windings on Y axis (positive integers, default 3)
  87816. * @param scene defines the hosting scene
  87817. * @param updatable defines if the mesh must be flagged as updatable
  87818. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87819. * @returns a new Mesh
  87820. */
  87821. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87822. /**
  87823. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87824. * @param name defines the name of the mesh to create
  87825. * @param points is an array successive Vector3
  87826. * @param scene defines the hosting scene
  87827. * @param updatable defines if the mesh must be flagged as updatable
  87828. * @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).
  87829. * @returns a new Mesh
  87830. */
  87831. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87832. /**
  87833. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87834. * @param name defines the name of the mesh to create
  87835. * @param points is an array successive Vector3
  87836. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87837. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87838. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87839. * @param scene defines the hosting scene
  87840. * @param updatable defines if the mesh must be flagged as updatable
  87841. * @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)
  87842. * @returns a new Mesh
  87843. */
  87844. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87845. /**
  87846. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87847. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87848. * 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.
  87849. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87850. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87851. * Remember you can only change the shape positions, not their number when updating a polygon.
  87852. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87853. * @param name defines the name of the mesh to create
  87854. * @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
  87855. * @param scene defines the hosting scene
  87856. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87857. * @param updatable defines if the mesh must be flagged as updatable
  87858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87859. * @param earcutInjection can be used to inject your own earcut reference
  87860. * @returns a new Mesh
  87861. */
  87862. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87863. /**
  87864. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  87865. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  87866. * @param name defines the name of the mesh to create
  87867. * @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
  87868. * @param depth defines the height of extrusion
  87869. * @param scene defines the hosting scene
  87870. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87871. * @param updatable defines if the mesh must be flagged as updatable
  87872. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87873. * @param earcutInjection can be used to inject your own earcut reference
  87874. * @returns a new Mesh
  87875. */
  87876. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87877. /**
  87878. * Creates an extruded shape mesh.
  87879. * 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
  87880. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87881. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87882. * @param name defines the name of the mesh to create
  87883. * @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
  87884. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87885. * @param scale is the value to scale the shape
  87886. * @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
  87887. * @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
  87888. * @param scene defines the hosting scene
  87889. * @param updatable defines if the mesh must be flagged as updatable
  87890. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87891. * @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)
  87892. * @returns a new Mesh
  87893. */
  87894. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87895. /**
  87896. * Creates an custom extruded shape mesh.
  87897. * The custom extrusion is a parametric shape.
  87898. * It has no predefined shape. Its final shape will depend on the input parameters.
  87899. * Please consider using the same method from the MeshBuilder class instead
  87900. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87901. * @param name defines the name of the mesh to create
  87902. * @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
  87903. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87904. * @param scaleFunction is a custom Javascript function called on each path point
  87905. * @param rotationFunction is a custom Javascript function called on each path point
  87906. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  87907. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  87908. * @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
  87909. * @param scene defines the hosting scene
  87910. * @param updatable defines if the mesh must be flagged as updatable
  87911. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87912. * @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)
  87913. * @returns a new Mesh
  87914. */
  87915. 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;
  87916. /**
  87917. * Creates lathe mesh.
  87918. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  87919. * Please consider using the same method from the MeshBuilder class instead
  87920. * @param name defines the name of the mesh to create
  87921. * @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
  87922. * @param radius is the radius value of the lathe
  87923. * @param tessellation is the side number of the lathe.
  87924. * @param scene defines the hosting scene
  87925. * @param updatable defines if the mesh must be flagged as updatable
  87926. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87927. * @returns a new Mesh
  87928. */
  87929. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87930. /**
  87931. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  87932. * @param name defines the name of the mesh to create
  87933. * @param size sets the size (float) of both sides of the plane at once (default 1)
  87934. * @param scene defines the hosting scene
  87935. * @param updatable defines if the mesh must be flagged as updatable
  87936. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87937. * @returns a new Mesh
  87938. */
  87939. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87940. /**
  87941. * Creates a ground mesh.
  87942. * Please consider using the same method from the MeshBuilder class instead
  87943. * @param name defines the name of the mesh to create
  87944. * @param width set the width of the ground
  87945. * @param height set the height of the ground
  87946. * @param subdivisions sets the number of subdivisions per side
  87947. * @param scene defines the hosting scene
  87948. * @param updatable defines if the mesh must be flagged as updatable
  87949. * @returns a new Mesh
  87950. */
  87951. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  87952. /**
  87953. * Creates a tiled ground mesh.
  87954. * Please consider using the same method from the MeshBuilder class instead
  87955. * @param name defines the name of the mesh to create
  87956. * @param xmin set the ground minimum X coordinate
  87957. * @param zmin set the ground minimum Y coordinate
  87958. * @param xmax set the ground maximum X coordinate
  87959. * @param zmax set the ground maximum Z coordinate
  87960. * @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
  87961. * @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
  87962. * @param scene defines the hosting scene
  87963. * @param updatable defines if the mesh must be flagged as updatable
  87964. * @returns a new Mesh
  87965. */
  87966. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  87967. w: number;
  87968. h: number;
  87969. }, precision: {
  87970. w: number;
  87971. h: number;
  87972. }, scene: Scene, updatable?: boolean): Mesh;
  87973. /**
  87974. * Creates a ground mesh from a height map.
  87975. * Please consider using the same method from the MeshBuilder class instead
  87976. * @see http://doc.babylonjs.com/babylon101/height_map
  87977. * @param name defines the name of the mesh to create
  87978. * @param url sets the URL of the height map image resource
  87979. * @param width set the ground width size
  87980. * @param height set the ground height size
  87981. * @param subdivisions sets the number of subdivision per side
  87982. * @param minHeight is the minimum altitude on the ground
  87983. * @param maxHeight is the maximum altitude on the ground
  87984. * @param scene defines the hosting scene
  87985. * @param updatable defines if the mesh must be flagged as updatable
  87986. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  87987. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  87988. * @returns a new Mesh
  87989. */
  87990. 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;
  87991. /**
  87992. * Creates a tube mesh.
  87993. * The tube is a parametric shape.
  87994. * It has no predefined shape. Its final shape will depend on the input parameters.
  87995. * Please consider using the same method from the MeshBuilder class instead
  87996. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87997. * @param name defines the name of the mesh to create
  87998. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  87999. * @param radius sets the tube radius size
  88000. * @param tessellation is the number of sides on the tubular surface
  88001. * @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
  88002. * @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
  88003. * @param scene defines the hosting scene
  88004. * @param updatable defines if the mesh must be flagged as updatable
  88005. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88006. * @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)
  88007. * @returns a new Mesh
  88008. */
  88009. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88010. (i: number, distance: number): number;
  88011. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88012. /**
  88013. * Creates a polyhedron mesh.
  88014. * Please consider using the same method from the MeshBuilder class instead.
  88015. * * 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
  88016. * * The parameter `size` (positive float, default 1) sets the polygon size
  88017. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88018. * * 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`
  88019. * * 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
  88020. * * 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)`)
  88021. * * 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
  88022. * * 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
  88023. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88024. * * 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
  88025. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88026. * @param name defines the name of the mesh to create
  88027. * @param options defines the options used to create the mesh
  88028. * @param scene defines the hosting scene
  88029. * @returns a new Mesh
  88030. */
  88031. static CreatePolyhedron(name: string, options: {
  88032. type?: number;
  88033. size?: number;
  88034. sizeX?: number;
  88035. sizeY?: number;
  88036. sizeZ?: number;
  88037. custom?: any;
  88038. faceUV?: Vector4[];
  88039. faceColors?: Color4[];
  88040. updatable?: boolean;
  88041. sideOrientation?: number;
  88042. }, scene: Scene): Mesh;
  88043. /**
  88044. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88045. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88046. * * 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`)
  88047. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88048. * * 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
  88049. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88050. * * 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
  88051. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88052. * @param name defines the name of the mesh
  88053. * @param options defines the options used to create the mesh
  88054. * @param scene defines the hosting scene
  88055. * @returns a new Mesh
  88056. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88057. */
  88058. static CreateIcoSphere(name: string, options: {
  88059. radius?: number;
  88060. flat?: boolean;
  88061. subdivisions?: number;
  88062. sideOrientation?: number;
  88063. updatable?: boolean;
  88064. }, scene: Scene): Mesh;
  88065. /**
  88066. * Creates a decal mesh.
  88067. * Please consider using the same method from the MeshBuilder class instead.
  88068. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88069. * @param name defines the name of the mesh
  88070. * @param sourceMesh defines the mesh receiving the decal
  88071. * @param position sets the position of the decal in world coordinates
  88072. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88073. * @param size sets the decal scaling
  88074. * @param angle sets the angle to rotate the decal
  88075. * @returns a new Mesh
  88076. */
  88077. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88078. /**
  88079. * Prepare internal position array for software CPU skinning
  88080. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88081. */
  88082. setPositionsForCPUSkinning(): Float32Array;
  88083. /**
  88084. * Prepare internal normal array for software CPU skinning
  88085. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88086. */
  88087. setNormalsForCPUSkinning(): Float32Array;
  88088. /**
  88089. * Updates the vertex buffer by applying transformation from the bones
  88090. * @param skeleton defines the skeleton to apply to current mesh
  88091. * @returns the current mesh
  88092. */
  88093. applySkeleton(skeleton: Skeleton): Mesh;
  88094. /**
  88095. * 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
  88096. * @param meshes defines the list of meshes to scan
  88097. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88098. */
  88099. static MinMax(meshes: AbstractMesh[]): {
  88100. min: Vector3;
  88101. max: Vector3;
  88102. };
  88103. /**
  88104. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88105. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88106. * @returns a vector3
  88107. */
  88108. static Center(meshesOrMinMaxVector: {
  88109. min: Vector3;
  88110. max: Vector3;
  88111. } | AbstractMesh[]): Vector3;
  88112. /**
  88113. * Merge the array of meshes into a single mesh for performance reasons.
  88114. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88115. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88116. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88117. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88118. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88119. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88120. * @returns a new mesh
  88121. */
  88122. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88123. /** @hidden */
  88124. addInstance(instance: InstancedMesh): void;
  88125. /** @hidden */
  88126. removeInstance(instance: InstancedMesh): void;
  88127. }
  88128. }
  88129. declare module BABYLON {
  88130. /**
  88131. * This is the base class of all the camera used in the application.
  88132. * @see http://doc.babylonjs.com/features/cameras
  88133. */
  88134. export class Camera extends Node {
  88135. /** @hidden */
  88136. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88137. /**
  88138. * This is the default projection mode used by the cameras.
  88139. * It helps recreating a feeling of perspective and better appreciate depth.
  88140. * This is the best way to simulate real life cameras.
  88141. */
  88142. static readonly PERSPECTIVE_CAMERA: number;
  88143. /**
  88144. * This helps creating camera with an orthographic mode.
  88145. * 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.
  88146. */
  88147. static readonly ORTHOGRAPHIC_CAMERA: number;
  88148. /**
  88149. * This is the default FOV mode for perspective cameras.
  88150. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88151. */
  88152. static readonly FOVMODE_VERTICAL_FIXED: number;
  88153. /**
  88154. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88155. */
  88156. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88157. /**
  88158. * This specifies ther is no need for a camera rig.
  88159. * Basically only one eye is rendered corresponding to the camera.
  88160. */
  88161. static readonly RIG_MODE_NONE: number;
  88162. /**
  88163. * Simulates a camera Rig with one blue eye and one red eye.
  88164. * This can be use with 3d blue and red glasses.
  88165. */
  88166. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88167. /**
  88168. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88169. */
  88170. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88171. /**
  88172. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88173. */
  88174. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88175. /**
  88176. * Defines that both eyes of the camera will be rendered over under each other.
  88177. */
  88178. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88179. /**
  88180. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88181. */
  88182. static readonly RIG_MODE_VR: number;
  88183. /**
  88184. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88185. */
  88186. static readonly RIG_MODE_WEBVR: number;
  88187. /**
  88188. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88189. */
  88190. static readonly RIG_MODE_CUSTOM: number;
  88191. /**
  88192. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88193. */
  88194. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88195. /**
  88196. * Define the input manager associated with the camera.
  88197. */
  88198. inputs: CameraInputsManager<Camera>;
  88199. /** @hidden */
  88200. _position: Vector3;
  88201. /**
  88202. * Define the current local position of the camera in the scene
  88203. */
  88204. position: Vector3;
  88205. /**
  88206. * The vector the camera should consider as up.
  88207. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88208. */
  88209. upVector: Vector3;
  88210. /**
  88211. * Define the current limit on the left side for an orthographic camera
  88212. * In scene unit
  88213. */
  88214. orthoLeft: Nullable<number>;
  88215. /**
  88216. * Define the current limit on the right side for an orthographic camera
  88217. * In scene unit
  88218. */
  88219. orthoRight: Nullable<number>;
  88220. /**
  88221. * Define the current limit on the bottom side for an orthographic camera
  88222. * In scene unit
  88223. */
  88224. orthoBottom: Nullable<number>;
  88225. /**
  88226. * Define the current limit on the top side for an orthographic camera
  88227. * In scene unit
  88228. */
  88229. orthoTop: Nullable<number>;
  88230. /**
  88231. * Field Of View is set in Radians. (default is 0.8)
  88232. */
  88233. fov: number;
  88234. /**
  88235. * Define the minimum distance the camera can see from.
  88236. * This is important to note that the depth buffer are not infinite and the closer it starts
  88237. * the more your scene might encounter depth fighting issue.
  88238. */
  88239. minZ: number;
  88240. /**
  88241. * Define the maximum distance the camera can see to.
  88242. * This is important to note that the depth buffer are not infinite and the further it end
  88243. * the more your scene might encounter depth fighting issue.
  88244. */
  88245. maxZ: number;
  88246. /**
  88247. * Define the default inertia of the camera.
  88248. * This helps giving a smooth feeling to the camera movement.
  88249. */
  88250. inertia: number;
  88251. /**
  88252. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88253. */
  88254. mode: number;
  88255. /**
  88256. * Define wether the camera is intermediate.
  88257. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88258. */
  88259. isIntermediate: boolean;
  88260. /**
  88261. * Define the viewport of the camera.
  88262. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88263. */
  88264. viewport: Viewport;
  88265. /**
  88266. * Restricts the camera to viewing objects with the same layerMask.
  88267. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88268. */
  88269. layerMask: number;
  88270. /**
  88271. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88272. */
  88273. fovMode: number;
  88274. /**
  88275. * Rig mode of the camera.
  88276. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88277. * This is normally controlled byt the camera themselves as internal use.
  88278. */
  88279. cameraRigMode: number;
  88280. /**
  88281. * Defines the distance between both "eyes" in case of a RIG
  88282. */
  88283. interaxialDistance: number;
  88284. /**
  88285. * Defines if stereoscopic rendering is done side by side or over under.
  88286. */
  88287. isStereoscopicSideBySide: boolean;
  88288. /**
  88289. * 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
  88290. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88291. * else in the scene. (Eg. security camera)
  88292. *
  88293. * 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)
  88294. */
  88295. customRenderTargets: RenderTargetTexture[];
  88296. /**
  88297. * When set, the camera will render to this render target instead of the default canvas
  88298. *
  88299. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88300. */
  88301. outputRenderTarget: Nullable<RenderTargetTexture>;
  88302. /**
  88303. * Observable triggered when the camera view matrix has changed.
  88304. */
  88305. onViewMatrixChangedObservable: Observable<Camera>;
  88306. /**
  88307. * Observable triggered when the camera Projection matrix has changed.
  88308. */
  88309. onProjectionMatrixChangedObservable: Observable<Camera>;
  88310. /**
  88311. * Observable triggered when the inputs have been processed.
  88312. */
  88313. onAfterCheckInputsObservable: Observable<Camera>;
  88314. /**
  88315. * Observable triggered when reset has been called and applied to the camera.
  88316. */
  88317. onRestoreStateObservable: Observable<Camera>;
  88318. /** @hidden */
  88319. _cameraRigParams: any;
  88320. /** @hidden */
  88321. _rigCameras: Camera[];
  88322. /** @hidden */
  88323. _rigPostProcess: Nullable<PostProcess>;
  88324. protected _webvrViewMatrix: Matrix;
  88325. /** @hidden */
  88326. _skipRendering: boolean;
  88327. /** @hidden */
  88328. _projectionMatrix: Matrix;
  88329. /** @hidden */
  88330. _postProcesses: Nullable<PostProcess>[];
  88331. /** @hidden */
  88332. _activeMeshes: SmartArray<AbstractMesh>;
  88333. protected _globalPosition: Vector3;
  88334. /** @hidden */
  88335. _computedViewMatrix: Matrix;
  88336. private _doNotComputeProjectionMatrix;
  88337. private _transformMatrix;
  88338. private _frustumPlanes;
  88339. private _refreshFrustumPlanes;
  88340. private _storedFov;
  88341. private _stateStored;
  88342. /**
  88343. * Instantiates a new camera object.
  88344. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88345. * @see http://doc.babylonjs.com/features/cameras
  88346. * @param name Defines the name of the camera in the scene
  88347. * @param position Defines the position of the camera
  88348. * @param scene Defines the scene the camera belongs too
  88349. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88350. */
  88351. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88352. /**
  88353. * Store current camera state (fov, position, etc..)
  88354. * @returns the camera
  88355. */
  88356. storeState(): Camera;
  88357. /**
  88358. * Restores the camera state values if it has been stored. You must call storeState() first
  88359. */
  88360. protected _restoreStateValues(): boolean;
  88361. /**
  88362. * Restored camera state. You must call storeState() first.
  88363. * @returns true if restored and false otherwise
  88364. */
  88365. restoreState(): boolean;
  88366. /**
  88367. * Gets the class name of the camera.
  88368. * @returns the class name
  88369. */
  88370. getClassName(): string;
  88371. /** @hidden */
  88372. readonly _isCamera: boolean;
  88373. /**
  88374. * Gets a string representation of the camera useful for debug purpose.
  88375. * @param fullDetails Defines that a more verboe level of logging is required
  88376. * @returns the string representation
  88377. */
  88378. toString(fullDetails?: boolean): string;
  88379. /**
  88380. * Gets the current world space position of the camera.
  88381. */
  88382. readonly globalPosition: Vector3;
  88383. /**
  88384. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88385. * @returns the active meshe list
  88386. */
  88387. getActiveMeshes(): SmartArray<AbstractMesh>;
  88388. /**
  88389. * Check wether a mesh is part of the current active mesh list of the camera
  88390. * @param mesh Defines the mesh to check
  88391. * @returns true if active, false otherwise
  88392. */
  88393. isActiveMesh(mesh: Mesh): boolean;
  88394. /**
  88395. * Is this camera ready to be used/rendered
  88396. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88397. * @return true if the camera is ready
  88398. */
  88399. isReady(completeCheck?: boolean): boolean;
  88400. /** @hidden */
  88401. _initCache(): void;
  88402. /** @hidden */
  88403. _updateCache(ignoreParentClass?: boolean): void;
  88404. /** @hidden */
  88405. _isSynchronized(): boolean;
  88406. /** @hidden */
  88407. _isSynchronizedViewMatrix(): boolean;
  88408. /** @hidden */
  88409. _isSynchronizedProjectionMatrix(): boolean;
  88410. /**
  88411. * Attach the input controls to a specific dom element to get the input from.
  88412. * @param element Defines the element the controls should be listened from
  88413. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88414. */
  88415. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88416. /**
  88417. * Detach the current controls from the specified dom element.
  88418. * @param element Defines the element to stop listening the inputs from
  88419. */
  88420. detachControl(element: HTMLElement): void;
  88421. /**
  88422. * Update the camera state according to the different inputs gathered during the frame.
  88423. */
  88424. update(): void;
  88425. /** @hidden */
  88426. _checkInputs(): void;
  88427. /** @hidden */
  88428. readonly rigCameras: Camera[];
  88429. /**
  88430. * Gets the post process used by the rig cameras
  88431. */
  88432. readonly rigPostProcess: Nullable<PostProcess>;
  88433. /**
  88434. * Internal, gets the first post proces.
  88435. * @returns the first post process to be run on this camera.
  88436. */
  88437. _getFirstPostProcess(): Nullable<PostProcess>;
  88438. private _cascadePostProcessesToRigCams;
  88439. /**
  88440. * Attach a post process to the camera.
  88441. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88442. * @param postProcess The post process to attach to the camera
  88443. * @param insertAt The position of the post process in case several of them are in use in the scene
  88444. * @returns the position the post process has been inserted at
  88445. */
  88446. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88447. /**
  88448. * Detach a post process to the camera.
  88449. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88450. * @param postProcess The post process to detach from the camera
  88451. */
  88452. detachPostProcess(postProcess: PostProcess): void;
  88453. /**
  88454. * Gets the current world matrix of the camera
  88455. */
  88456. getWorldMatrix(): Matrix;
  88457. /** @hidden */
  88458. _getViewMatrix(): Matrix;
  88459. /**
  88460. * Gets the current view matrix of the camera.
  88461. * @param force forces the camera to recompute the matrix without looking at the cached state
  88462. * @returns the view matrix
  88463. */
  88464. getViewMatrix(force?: boolean): Matrix;
  88465. /**
  88466. * Freeze the projection matrix.
  88467. * It will prevent the cache check of the camera projection compute and can speed up perf
  88468. * if no parameter of the camera are meant to change
  88469. * @param projection Defines manually a projection if necessary
  88470. */
  88471. freezeProjectionMatrix(projection?: Matrix): void;
  88472. /**
  88473. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88474. */
  88475. unfreezeProjectionMatrix(): void;
  88476. /**
  88477. * Gets the current projection matrix of the camera.
  88478. * @param force forces the camera to recompute the matrix without looking at the cached state
  88479. * @returns the projection matrix
  88480. */
  88481. getProjectionMatrix(force?: boolean): Matrix;
  88482. /**
  88483. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88484. * @returns a Matrix
  88485. */
  88486. getTransformationMatrix(): Matrix;
  88487. private _updateFrustumPlanes;
  88488. /**
  88489. * Checks if a cullable object (mesh...) is in the camera frustum
  88490. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88491. * @param target The object to check
  88492. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88493. * @returns true if the object is in frustum otherwise false
  88494. */
  88495. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88496. /**
  88497. * Checks if a cullable object (mesh...) is in the camera frustum
  88498. * Unlike isInFrustum this cheks the full bounding box
  88499. * @param target The object to check
  88500. * @returns true if the object is in frustum otherwise false
  88501. */
  88502. isCompletelyInFrustum(target: ICullable): boolean;
  88503. /**
  88504. * Gets a ray in the forward direction from the camera.
  88505. * @param length Defines the length of the ray to create
  88506. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88507. * @param origin Defines the start point of the ray which defaults to the camera position
  88508. * @returns the forward ray
  88509. */
  88510. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88511. /**
  88512. * Releases resources associated with this node.
  88513. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88514. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88515. */
  88516. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88517. /** @hidden */
  88518. _isLeftCamera: boolean;
  88519. /**
  88520. * Gets the left camera of a rig setup in case of Rigged Camera
  88521. */
  88522. readonly isLeftCamera: boolean;
  88523. /** @hidden */
  88524. _isRightCamera: boolean;
  88525. /**
  88526. * Gets the right camera of a rig setup in case of Rigged Camera
  88527. */
  88528. readonly isRightCamera: boolean;
  88529. /**
  88530. * Gets the left camera of a rig setup in case of Rigged Camera
  88531. */
  88532. readonly leftCamera: Nullable<FreeCamera>;
  88533. /**
  88534. * Gets the right camera of a rig setup in case of Rigged Camera
  88535. */
  88536. readonly rightCamera: Nullable<FreeCamera>;
  88537. /**
  88538. * Gets the left camera target of a rig setup in case of Rigged Camera
  88539. * @returns the target position
  88540. */
  88541. getLeftTarget(): Nullable<Vector3>;
  88542. /**
  88543. * Gets the right camera target of a rig setup in case of Rigged Camera
  88544. * @returns the target position
  88545. */
  88546. getRightTarget(): Nullable<Vector3>;
  88547. /**
  88548. * @hidden
  88549. */
  88550. setCameraRigMode(mode: number, rigParams: any): void;
  88551. /** @hidden */
  88552. static _setStereoscopicRigMode(camera: Camera): void;
  88553. /** @hidden */
  88554. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88555. /** @hidden */
  88556. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88557. /** @hidden */
  88558. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88559. /** @hidden */
  88560. _getVRProjectionMatrix(): Matrix;
  88561. protected _updateCameraRotationMatrix(): void;
  88562. protected _updateWebVRCameraRotationMatrix(): void;
  88563. /**
  88564. * This function MUST be overwritten by the different WebVR cameras available.
  88565. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88566. * @hidden
  88567. */
  88568. _getWebVRProjectionMatrix(): Matrix;
  88569. /**
  88570. * This function MUST be overwritten by the different WebVR cameras available.
  88571. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88572. * @hidden
  88573. */
  88574. _getWebVRViewMatrix(): Matrix;
  88575. /** @hidden */
  88576. setCameraRigParameter(name: string, value: any): void;
  88577. /**
  88578. * needs to be overridden by children so sub has required properties to be copied
  88579. * @hidden
  88580. */
  88581. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88582. /**
  88583. * May need to be overridden by children
  88584. * @hidden
  88585. */
  88586. _updateRigCameras(): void;
  88587. /** @hidden */
  88588. _setupInputs(): void;
  88589. /**
  88590. * Serialiaze the camera setup to a json represention
  88591. * @returns the JSON representation
  88592. */
  88593. serialize(): any;
  88594. /**
  88595. * Clones the current camera.
  88596. * @param name The cloned camera name
  88597. * @returns the cloned camera
  88598. */
  88599. clone(name: string): Camera;
  88600. /**
  88601. * Gets the direction of the camera relative to a given local axis.
  88602. * @param localAxis Defines the reference axis to provide a relative direction.
  88603. * @return the direction
  88604. */
  88605. getDirection(localAxis: Vector3): Vector3;
  88606. /**
  88607. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88608. * @param localAxis Defines the reference axis to provide a relative direction.
  88609. * @param result Defines the vector to store the result in
  88610. */
  88611. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88612. /**
  88613. * Gets a camera constructor for a given camera type
  88614. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88615. * @param name The name of the camera the result will be able to instantiate
  88616. * @param scene The scene the result will construct the camera in
  88617. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88618. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88619. * @returns a factory method to construc the camera
  88620. */
  88621. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88622. /**
  88623. * Compute the world matrix of the camera.
  88624. * @returns the camera workd matrix
  88625. */
  88626. computeWorldMatrix(): Matrix;
  88627. /**
  88628. * Parse a JSON and creates the camera from the parsed information
  88629. * @param parsedCamera The JSON to parse
  88630. * @param scene The scene to instantiate the camera in
  88631. * @returns the newly constructed camera
  88632. */
  88633. static Parse(parsedCamera: any, scene: Scene): Camera;
  88634. }
  88635. }
  88636. declare module BABYLON {
  88637. /**
  88638. * Class containing static functions to help procedurally build meshes
  88639. */
  88640. export class DiscBuilder {
  88641. /**
  88642. * Creates a plane polygonal mesh. By default, this is a disc
  88643. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88644. * * 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
  88645. * * 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
  88646. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88647. * * 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
  88648. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88649. * @param name defines the name of the mesh
  88650. * @param options defines the options used to create the mesh
  88651. * @param scene defines the hosting scene
  88652. * @returns the plane polygonal mesh
  88653. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88654. */
  88655. static CreateDisc(name: string, options: {
  88656. radius?: number;
  88657. tessellation?: number;
  88658. arc?: number;
  88659. updatable?: boolean;
  88660. sideOrientation?: number;
  88661. frontUVs?: Vector4;
  88662. backUVs?: Vector4;
  88663. }, scene?: Nullable<Scene>): Mesh;
  88664. }
  88665. }
  88666. declare module BABYLON {
  88667. /**
  88668. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88669. *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.
  88670. * The SPS is also a particle system. It provides some methods to manage the particles.
  88671. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88672. *
  88673. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  88674. */
  88675. export class SolidParticleSystem implements IDisposable {
  88676. /**
  88677. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88678. * Example : var p = SPS.particles[i];
  88679. */
  88680. particles: SolidParticle[];
  88681. /**
  88682. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88683. */
  88684. nbParticles: number;
  88685. /**
  88686. * If the particles must ever face the camera (default false). Useful for planar particles.
  88687. */
  88688. billboard: boolean;
  88689. /**
  88690. * Recompute normals when adding a shape
  88691. */
  88692. recomputeNormals: boolean;
  88693. /**
  88694. * This a counter ofr your own usage. It's not set by any SPS functions.
  88695. */
  88696. counter: number;
  88697. /**
  88698. * The SPS name. This name is also given to the underlying mesh.
  88699. */
  88700. name: string;
  88701. /**
  88702. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88703. */
  88704. mesh: Mesh;
  88705. /**
  88706. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88707. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  88708. */
  88709. vars: any;
  88710. /**
  88711. * This array is populated when the SPS is set as 'pickable'.
  88712. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88713. * Each element of this array is an object `{idx: int, faceId: int}`.
  88714. * `idx` is the picked particle index in the `SPS.particles` array
  88715. * `faceId` is the picked face index counted within this particle.
  88716. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  88717. */
  88718. pickedParticles: {
  88719. idx: number;
  88720. faceId: number;
  88721. }[];
  88722. /**
  88723. * This array is populated when `enableDepthSort` is set to true.
  88724. * Each element of this array is an instance of the class DepthSortedParticle.
  88725. */
  88726. depthSortedParticles: DepthSortedParticle[];
  88727. /**
  88728. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88729. * @hidden
  88730. */
  88731. _bSphereOnly: boolean;
  88732. /**
  88733. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88734. * @hidden
  88735. */
  88736. _bSphereRadiusFactor: number;
  88737. private _scene;
  88738. private _positions;
  88739. private _indices;
  88740. private _normals;
  88741. private _colors;
  88742. private _uvs;
  88743. private _indices32;
  88744. private _positions32;
  88745. private _normals32;
  88746. private _fixedNormal32;
  88747. private _colors32;
  88748. private _uvs32;
  88749. private _index;
  88750. private _updatable;
  88751. private _pickable;
  88752. private _isVisibilityBoxLocked;
  88753. private _alwaysVisible;
  88754. private _depthSort;
  88755. private _shapeCounter;
  88756. private _copy;
  88757. private _color;
  88758. private _computeParticleColor;
  88759. private _computeParticleTexture;
  88760. private _computeParticleRotation;
  88761. private _computeParticleVertex;
  88762. private _computeBoundingBox;
  88763. private _depthSortParticles;
  88764. private _camera;
  88765. private _mustUnrotateFixedNormals;
  88766. private _particlesIntersect;
  88767. private _needs32Bits;
  88768. /**
  88769. * Creates a SPS (Solid Particle System) object.
  88770. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88771. * @param scene (Scene) is the scene in which the SPS is added.
  88772. * @param options defines the options of the sps e.g.
  88773. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88774. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88775. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88776. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88777. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88778. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88779. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88780. */
  88781. constructor(name: string, scene: Scene, options?: {
  88782. updatable?: boolean;
  88783. isPickable?: boolean;
  88784. enableDepthSort?: boolean;
  88785. particleIntersection?: boolean;
  88786. boundingSphereOnly?: boolean;
  88787. bSphereRadiusFactor?: number;
  88788. });
  88789. /**
  88790. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88791. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88792. * @returns the created mesh
  88793. */
  88794. buildMesh(): Mesh;
  88795. /**
  88796. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88797. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88798. * Thus the particles generated from `digest()` have their property `position` set yet.
  88799. * @param mesh ( Mesh ) is the mesh to be digested
  88800. * @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
  88801. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88802. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88803. * @returns the current SPS
  88804. */
  88805. digest(mesh: Mesh, options?: {
  88806. facetNb?: number;
  88807. number?: number;
  88808. delta?: number;
  88809. }): SolidParticleSystem;
  88810. private _unrotateFixedNormals;
  88811. private _resetCopy;
  88812. private _meshBuilder;
  88813. private _posToShape;
  88814. private _uvsToShapeUV;
  88815. private _addParticle;
  88816. /**
  88817. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88818. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  88819. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88820. * @param nb (positive integer) the number of particles to be created from this model
  88821. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88822. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88823. * @returns the number of shapes in the system
  88824. */
  88825. addShape(mesh: Mesh, nb: number, options?: {
  88826. positionFunction?: any;
  88827. vertexFunction?: any;
  88828. }): number;
  88829. private _rebuildParticle;
  88830. /**
  88831. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88832. * @returns the SPS.
  88833. */
  88834. rebuildMesh(): SolidParticleSystem;
  88835. /**
  88836. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88837. * This method calls `updateParticle()` for each particle of the SPS.
  88838. * For an animated SPS, it is usually called within the render loop.
  88839. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88840. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88841. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88842. * @returns the SPS.
  88843. */
  88844. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88845. /**
  88846. * Disposes the SPS.
  88847. */
  88848. dispose(): void;
  88849. /**
  88850. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88851. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88852. * @returns the SPS.
  88853. */
  88854. refreshVisibleSize(): SolidParticleSystem;
  88855. /**
  88856. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88857. * @param size the size (float) of the visibility box
  88858. * note : this doesn't lock the SPS mesh bounding box.
  88859. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88860. */
  88861. setVisibilityBox(size: number): void;
  88862. /**
  88863. * Gets whether the SPS as always visible or not
  88864. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88865. */
  88866. /**
  88867. * Sets the SPS as always visible or not
  88868. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88869. */
  88870. isAlwaysVisible: boolean;
  88871. /**
  88872. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88873. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88874. */
  88875. /**
  88876. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88877. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88878. */
  88879. isVisibilityBoxLocked: boolean;
  88880. /**
  88881. * Tells to `setParticles()` to compute the particle rotations or not.
  88882. * Default value : true. The SPS is faster when it's set to false.
  88883. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88884. */
  88885. /**
  88886. * Gets if `setParticles()` computes the particle rotations or not.
  88887. * Default value : true. The SPS is faster when it's set to false.
  88888. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88889. */
  88890. computeParticleRotation: boolean;
  88891. /**
  88892. * Tells to `setParticles()` to compute the particle colors or not.
  88893. * Default value : true. The SPS is faster when it's set to false.
  88894. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88895. */
  88896. /**
  88897. * Gets if `setParticles()` computes the particle colors or not.
  88898. * Default value : true. The SPS is faster when it's set to false.
  88899. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88900. */
  88901. computeParticleColor: boolean;
  88902. /**
  88903. * Gets if `setParticles()` computes the particle textures or not.
  88904. * Default value : true. The SPS is faster when it's set to false.
  88905. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  88906. */
  88907. computeParticleTexture: boolean;
  88908. /**
  88909. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  88910. * Default value : false. The SPS is faster when it's set to false.
  88911. * Note : the particle custom vertex positions aren't stored values.
  88912. */
  88913. /**
  88914. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  88915. * Default value : false. The SPS is faster when it's set to false.
  88916. * Note : the particle custom vertex positions aren't stored values.
  88917. */
  88918. computeParticleVertex: boolean;
  88919. /**
  88920. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  88921. */
  88922. /**
  88923. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  88924. */
  88925. computeBoundingBox: boolean;
  88926. /**
  88927. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  88928. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88929. * Default : `true`
  88930. */
  88931. /**
  88932. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  88933. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88934. * Default : `true`
  88935. */
  88936. depthSortParticles: boolean;
  88937. /**
  88938. * This function does nothing. It may be overwritten to set all the particle first values.
  88939. * The SPS doesn't call this function, you may have to call it by your own.
  88940. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  88941. */
  88942. initParticles(): void;
  88943. /**
  88944. * This function does nothing. It may be overwritten to recycle a particle.
  88945. * The SPS doesn't call this function, you may have to call it by your own.
  88946. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  88947. * @param particle The particle to recycle
  88948. * @returns the recycled particle
  88949. */
  88950. recycleParticle(particle: SolidParticle): SolidParticle;
  88951. /**
  88952. * Updates a particle : this function should be overwritten by the user.
  88953. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  88954. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  88955. * @example : just set a particle position or velocity and recycle conditions
  88956. * @param particle The particle to update
  88957. * @returns the updated particle
  88958. */
  88959. updateParticle(particle: SolidParticle): SolidParticle;
  88960. /**
  88961. * Updates a vertex of a particle : it can be overwritten by the user.
  88962. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  88963. * @param particle the current particle
  88964. * @param vertex the current index of the current particle
  88965. * @param pt the index of the current vertex in the particle shape
  88966. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  88967. * @example : just set a vertex particle position
  88968. * @returns the updated vertex
  88969. */
  88970. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  88971. /**
  88972. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  88973. * This does nothing and may be overwritten by the user.
  88974. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88975. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88976. * @param update the boolean update value actually passed to setParticles()
  88977. */
  88978. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88979. /**
  88980. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  88981. * This will be passed three parameters.
  88982. * This does nothing and may be overwritten by the user.
  88983. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88984. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88985. * @param update the boolean update value actually passed to setParticles()
  88986. */
  88987. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88988. }
  88989. }
  88990. declare module BABYLON {
  88991. /**
  88992. * Represents one particle of a solid particle system.
  88993. */
  88994. export class SolidParticle {
  88995. /**
  88996. * particle global index
  88997. */
  88998. idx: number;
  88999. /**
  89000. * The color of the particle
  89001. */
  89002. color: Nullable<Color4>;
  89003. /**
  89004. * The world space position of the particle.
  89005. */
  89006. position: Vector3;
  89007. /**
  89008. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89009. */
  89010. rotation: Vector3;
  89011. /**
  89012. * The world space rotation quaternion of the particle.
  89013. */
  89014. rotationQuaternion: Nullable<Quaternion>;
  89015. /**
  89016. * The scaling of the particle.
  89017. */
  89018. scaling: Vector3;
  89019. /**
  89020. * The uvs of the particle.
  89021. */
  89022. uvs: Vector4;
  89023. /**
  89024. * The current speed of the particle.
  89025. */
  89026. velocity: Vector3;
  89027. /**
  89028. * The pivot point in the particle local space.
  89029. */
  89030. pivot: Vector3;
  89031. /**
  89032. * Must the particle be translated from its pivot point in its local space ?
  89033. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89034. * Default : false
  89035. */
  89036. translateFromPivot: boolean;
  89037. /**
  89038. * Is the particle active or not ?
  89039. */
  89040. alive: boolean;
  89041. /**
  89042. * Is the particle visible or not ?
  89043. */
  89044. isVisible: boolean;
  89045. /**
  89046. * Index of this particle in the global "positions" array (Internal use)
  89047. * @hidden
  89048. */
  89049. _pos: number;
  89050. /**
  89051. * @hidden Index of this particle in the global "indices" array (Internal use)
  89052. */
  89053. _ind: number;
  89054. /**
  89055. * @hidden ModelShape of this particle (Internal use)
  89056. */
  89057. _model: ModelShape;
  89058. /**
  89059. * ModelShape id of this particle
  89060. */
  89061. shapeId: number;
  89062. /**
  89063. * Index of the particle in its shape id (Internal use)
  89064. */
  89065. idxInShape: number;
  89066. /**
  89067. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89068. */
  89069. _modelBoundingInfo: BoundingInfo;
  89070. /**
  89071. * @hidden Particle BoundingInfo object (Internal use)
  89072. */
  89073. _boundingInfo: BoundingInfo;
  89074. /**
  89075. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89076. */
  89077. _sps: SolidParticleSystem;
  89078. /**
  89079. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89080. */
  89081. _stillInvisible: boolean;
  89082. /**
  89083. * @hidden Last computed particle rotation matrix
  89084. */
  89085. _rotationMatrix: number[];
  89086. /**
  89087. * Parent particle Id, if any.
  89088. * Default null.
  89089. */
  89090. parentId: Nullable<number>;
  89091. /**
  89092. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89093. * The possible values are :
  89094. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89095. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89096. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89097. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89098. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89099. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89100. * */
  89101. cullingStrategy: number;
  89102. /**
  89103. * @hidden Internal global position in the SPS.
  89104. */
  89105. _globalPosition: Vector3;
  89106. /**
  89107. * Creates a Solid Particle object.
  89108. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89109. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89110. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89111. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89112. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89113. * @param shapeId (integer) is the model shape identifier in the SPS.
  89114. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89115. * @param sps defines the sps it is associated to
  89116. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89117. */
  89118. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89119. /**
  89120. * Legacy support, changed scale to scaling
  89121. */
  89122. /**
  89123. * Legacy support, changed scale to scaling
  89124. */
  89125. scale: Vector3;
  89126. /**
  89127. * Legacy support, changed quaternion to rotationQuaternion
  89128. */
  89129. /**
  89130. * Legacy support, changed quaternion to rotationQuaternion
  89131. */
  89132. quaternion: Nullable<Quaternion>;
  89133. /**
  89134. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89135. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89136. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89137. * @returns true if it intersects
  89138. */
  89139. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89140. /**
  89141. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89142. * A particle is in the frustum if its bounding box intersects the frustum
  89143. * @param frustumPlanes defines the frustum to test
  89144. * @returns true if the particle is in the frustum planes
  89145. */
  89146. isInFrustum(frustumPlanes: Plane[]): boolean;
  89147. /**
  89148. * get the rotation matrix of the particle
  89149. * @hidden
  89150. */
  89151. getRotationMatrix(m: Matrix): void;
  89152. }
  89153. /**
  89154. * Represents the shape of the model used by one particle of a solid particle system.
  89155. * SPS internal tool, don't use it manually.
  89156. */
  89157. export class ModelShape {
  89158. /**
  89159. * The shape id
  89160. * @hidden
  89161. */
  89162. shapeID: number;
  89163. /**
  89164. * flat array of model positions (internal use)
  89165. * @hidden
  89166. */
  89167. _shape: Vector3[];
  89168. /**
  89169. * flat array of model UVs (internal use)
  89170. * @hidden
  89171. */
  89172. _shapeUV: number[];
  89173. /**
  89174. * length of the shape in the model indices array (internal use)
  89175. * @hidden
  89176. */
  89177. _indicesLength: number;
  89178. /**
  89179. * Custom position function (internal use)
  89180. * @hidden
  89181. */
  89182. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89183. /**
  89184. * Custom vertex function (internal use)
  89185. * @hidden
  89186. */
  89187. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89188. /**
  89189. * 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.
  89190. * SPS internal tool, don't use it manually.
  89191. * @hidden
  89192. */
  89193. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89194. }
  89195. /**
  89196. * Represents a Depth Sorted Particle in the solid particle system.
  89197. */
  89198. export class DepthSortedParticle {
  89199. /**
  89200. * Index of the particle in the "indices" array
  89201. */
  89202. ind: number;
  89203. /**
  89204. * Length of the particle shape in the "indices" array
  89205. */
  89206. indicesLength: number;
  89207. /**
  89208. * Squared distance from the particle to the camera
  89209. */
  89210. sqDistance: number;
  89211. }
  89212. }
  89213. declare module BABYLON {
  89214. /**
  89215. * @hidden
  89216. */
  89217. export class _MeshCollisionData {
  89218. _checkCollisions: boolean;
  89219. _collisionMask: number;
  89220. _collisionGroup: number;
  89221. _collider: Nullable<Collider>;
  89222. _oldPositionForCollisions: Vector3;
  89223. _diffPositionForCollisions: Vector3;
  89224. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89225. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89226. }
  89227. }
  89228. declare module BABYLON {
  89229. /** @hidden */
  89230. class _FacetDataStorage {
  89231. facetPositions: Vector3[];
  89232. facetNormals: Vector3[];
  89233. facetPartitioning: number[][];
  89234. facetNb: number;
  89235. partitioningSubdivisions: number;
  89236. partitioningBBoxRatio: number;
  89237. facetDataEnabled: boolean;
  89238. facetParameters: any;
  89239. bbSize: Vector3;
  89240. subDiv: {
  89241. max: number;
  89242. X: number;
  89243. Y: number;
  89244. Z: number;
  89245. };
  89246. facetDepthSort: boolean;
  89247. facetDepthSortEnabled: boolean;
  89248. depthSortedIndices: IndicesArray;
  89249. depthSortedFacets: {
  89250. ind: number;
  89251. sqDistance: number;
  89252. }[];
  89253. facetDepthSortFunction: (f1: {
  89254. ind: number;
  89255. sqDistance: number;
  89256. }, f2: {
  89257. ind: number;
  89258. sqDistance: number;
  89259. }) => number;
  89260. facetDepthSortFrom: Vector3;
  89261. facetDepthSortOrigin: Vector3;
  89262. invertedMatrix: Matrix;
  89263. }
  89264. /**
  89265. * @hidden
  89266. **/
  89267. class _InternalAbstractMeshDataInfo {
  89268. _hasVertexAlpha: boolean;
  89269. _useVertexColors: boolean;
  89270. _numBoneInfluencers: number;
  89271. _applyFog: boolean;
  89272. _receiveShadows: boolean;
  89273. _facetData: _FacetDataStorage;
  89274. _visibility: number;
  89275. _skeleton: Nullable<Skeleton>;
  89276. _layerMask: number;
  89277. _computeBonesUsingShaders: boolean;
  89278. _isActive: boolean;
  89279. _onlyForInstances: boolean;
  89280. _isActiveIntermediate: boolean;
  89281. _onlyForInstancesIntermediate: boolean;
  89282. }
  89283. /**
  89284. * Class used to store all common mesh properties
  89285. */
  89286. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89287. /** No occlusion */
  89288. static OCCLUSION_TYPE_NONE: number;
  89289. /** Occlusion set to optimisitic */
  89290. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89291. /** Occlusion set to strict */
  89292. static OCCLUSION_TYPE_STRICT: number;
  89293. /** Use an accurante occlusion algorithm */
  89294. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89295. /** Use a conservative occlusion algorithm */
  89296. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89297. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89298. * Test order :
  89299. * Is the bounding sphere outside the frustum ?
  89300. * If not, are the bounding box vertices outside the frustum ?
  89301. * It not, then the cullable object is in the frustum.
  89302. */
  89303. static readonly CULLINGSTRATEGY_STANDARD: number;
  89304. /** Culling strategy : Bounding Sphere Only.
  89305. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89306. * It's also less accurate than the standard because some not visible objects can still be selected.
  89307. * Test : is the bounding sphere outside the frustum ?
  89308. * If not, then the cullable object is in the frustum.
  89309. */
  89310. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89311. /** Culling strategy : Optimistic Inclusion.
  89312. * This in an inclusion test first, then the standard exclusion test.
  89313. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89314. * 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.
  89315. * Anyway, it's as accurate as the standard strategy.
  89316. * Test :
  89317. * Is the cullable object bounding sphere center in the frustum ?
  89318. * If not, apply the default culling strategy.
  89319. */
  89320. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89321. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89322. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89323. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89324. * 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.
  89325. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89326. * Test :
  89327. * Is the cullable object bounding sphere center in the frustum ?
  89328. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89329. */
  89330. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89331. /**
  89332. * No billboard
  89333. */
  89334. static readonly BILLBOARDMODE_NONE: number;
  89335. /** Billboard on X axis */
  89336. static readonly BILLBOARDMODE_X: number;
  89337. /** Billboard on Y axis */
  89338. static readonly BILLBOARDMODE_Y: number;
  89339. /** Billboard on Z axis */
  89340. static readonly BILLBOARDMODE_Z: number;
  89341. /** Billboard on all axes */
  89342. static readonly BILLBOARDMODE_ALL: number;
  89343. /** @hidden */
  89344. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89345. /**
  89346. * The culling strategy to use to check whether the mesh must be rendered or not.
  89347. * This value can be changed at any time and will be used on the next render mesh selection.
  89348. * The possible values are :
  89349. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89350. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89351. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89352. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89353. * Please read each static variable documentation to get details about the culling process.
  89354. * */
  89355. cullingStrategy: number;
  89356. /**
  89357. * Gets the number of facets in the mesh
  89358. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89359. */
  89360. readonly facetNb: number;
  89361. /**
  89362. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89363. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89364. */
  89365. partitioningSubdivisions: number;
  89366. /**
  89367. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89368. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89370. */
  89371. partitioningBBoxRatio: number;
  89372. /**
  89373. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89374. * Works only for updatable meshes.
  89375. * Doesn't work with multi-materials
  89376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89377. */
  89378. mustDepthSortFacets: boolean;
  89379. /**
  89380. * The location (Vector3) where the facet depth sort must be computed from.
  89381. * By default, the active camera position.
  89382. * Used only when facet depth sort is enabled
  89383. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89384. */
  89385. facetDepthSortFrom: Vector3;
  89386. /**
  89387. * gets a boolean indicating if facetData is enabled
  89388. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89389. */
  89390. readonly isFacetDataEnabled: boolean;
  89391. /** @hidden */
  89392. _updateNonUniformScalingState(value: boolean): boolean;
  89393. /**
  89394. * An event triggered when this mesh collides with another one
  89395. */
  89396. onCollideObservable: Observable<AbstractMesh>;
  89397. /** Set a function to call when this mesh collides with another one */
  89398. onCollide: () => void;
  89399. /**
  89400. * An event triggered when the collision's position changes
  89401. */
  89402. onCollisionPositionChangeObservable: Observable<Vector3>;
  89403. /** Set a function to call when the collision's position changes */
  89404. onCollisionPositionChange: () => void;
  89405. /**
  89406. * An event triggered when material is changed
  89407. */
  89408. onMaterialChangedObservable: Observable<AbstractMesh>;
  89409. /**
  89410. * Gets or sets the orientation for POV movement & rotation
  89411. */
  89412. definedFacingForward: boolean;
  89413. /** @hidden */
  89414. _occlusionQuery: Nullable<WebGLQuery>;
  89415. /** @hidden */
  89416. _renderingGroup: Nullable<RenderingGroup>;
  89417. /**
  89418. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89419. */
  89420. /**
  89421. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89422. */
  89423. visibility: number;
  89424. /** Gets or sets the alpha index used to sort transparent meshes
  89425. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89426. */
  89427. alphaIndex: number;
  89428. /**
  89429. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89430. */
  89431. isVisible: boolean;
  89432. /**
  89433. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89434. */
  89435. isPickable: boolean;
  89436. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89437. showSubMeshesBoundingBox: boolean;
  89438. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89439. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89440. */
  89441. isBlocker: boolean;
  89442. /**
  89443. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89444. */
  89445. enablePointerMoveEvents: boolean;
  89446. /**
  89447. * Specifies the rendering group id for this mesh (0 by default)
  89448. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89449. */
  89450. renderingGroupId: number;
  89451. private _material;
  89452. /** Gets or sets current material */
  89453. material: Nullable<Material>;
  89454. /**
  89455. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89456. * @see http://doc.babylonjs.com/babylon101/shadows
  89457. */
  89458. receiveShadows: boolean;
  89459. /** Defines color to use when rendering outline */
  89460. outlineColor: Color3;
  89461. /** Define width to use when rendering outline */
  89462. outlineWidth: number;
  89463. /** Defines color to use when rendering overlay */
  89464. overlayColor: Color3;
  89465. /** Defines alpha to use when rendering overlay */
  89466. overlayAlpha: number;
  89467. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89468. hasVertexAlpha: boolean;
  89469. /** 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) */
  89470. useVertexColors: boolean;
  89471. /**
  89472. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89473. */
  89474. computeBonesUsingShaders: boolean;
  89475. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89476. numBoneInfluencers: number;
  89477. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89478. applyFog: boolean;
  89479. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89480. useOctreeForRenderingSelection: boolean;
  89481. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89482. useOctreeForPicking: boolean;
  89483. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89484. useOctreeForCollisions: boolean;
  89485. /**
  89486. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89487. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89488. */
  89489. layerMask: number;
  89490. /**
  89491. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89492. */
  89493. alwaysSelectAsActiveMesh: boolean;
  89494. /**
  89495. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89496. */
  89497. doNotSyncBoundingInfo: boolean;
  89498. /**
  89499. * Gets or sets the current action manager
  89500. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89501. */
  89502. actionManager: Nullable<AbstractActionManager>;
  89503. private _meshCollisionData;
  89504. /**
  89505. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89506. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89507. */
  89508. ellipsoid: Vector3;
  89509. /**
  89510. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89511. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89512. */
  89513. ellipsoidOffset: Vector3;
  89514. /**
  89515. * Gets or sets a collision mask used to mask collisions (default is -1).
  89516. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89517. */
  89518. collisionMask: number;
  89519. /**
  89520. * Gets or sets the current collision group mask (-1 by default).
  89521. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89522. */
  89523. collisionGroup: number;
  89524. /**
  89525. * Defines edge width used when edgesRenderer is enabled
  89526. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89527. */
  89528. edgesWidth: number;
  89529. /**
  89530. * Defines edge color used when edgesRenderer is enabled
  89531. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89532. */
  89533. edgesColor: Color4;
  89534. /** @hidden */
  89535. _edgesRenderer: Nullable<IEdgesRenderer>;
  89536. /** @hidden */
  89537. _masterMesh: Nullable<AbstractMesh>;
  89538. /** @hidden */
  89539. _boundingInfo: Nullable<BoundingInfo>;
  89540. /** @hidden */
  89541. _renderId: number;
  89542. /**
  89543. * Gets or sets the list of subMeshes
  89544. * @see http://doc.babylonjs.com/how_to/multi_materials
  89545. */
  89546. subMeshes: SubMesh[];
  89547. /** @hidden */
  89548. _intersectionsInProgress: AbstractMesh[];
  89549. /** @hidden */
  89550. _unIndexed: boolean;
  89551. /** @hidden */
  89552. _lightSources: Light[];
  89553. /** Gets the list of lights affecting that mesh */
  89554. readonly lightSources: Light[];
  89555. /** @hidden */
  89556. readonly _positions: Nullable<Vector3[]>;
  89557. /** @hidden */
  89558. _waitingData: {
  89559. lods: Nullable<any>;
  89560. actions: Nullable<any>;
  89561. freezeWorldMatrix: Nullable<boolean>;
  89562. };
  89563. /** @hidden */
  89564. _bonesTransformMatrices: Nullable<Float32Array>;
  89565. /** @hidden */
  89566. _transformMatrixTexture: Nullable<RawTexture>;
  89567. /**
  89568. * Gets or sets a skeleton to apply skining transformations
  89569. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89570. */
  89571. skeleton: Nullable<Skeleton>;
  89572. /**
  89573. * An event triggered when the mesh is rebuilt.
  89574. */
  89575. onRebuildObservable: Observable<AbstractMesh>;
  89576. /**
  89577. * Creates a new AbstractMesh
  89578. * @param name defines the name of the mesh
  89579. * @param scene defines the hosting scene
  89580. */
  89581. constructor(name: string, scene?: Nullable<Scene>);
  89582. /**
  89583. * Returns the string "AbstractMesh"
  89584. * @returns "AbstractMesh"
  89585. */
  89586. getClassName(): string;
  89587. /**
  89588. * Gets a string representation of the current mesh
  89589. * @param fullDetails defines a boolean indicating if full details must be included
  89590. * @returns a string representation of the current mesh
  89591. */
  89592. toString(fullDetails?: boolean): string;
  89593. /**
  89594. * @hidden
  89595. */
  89596. protected _getEffectiveParent(): Nullable<Node>;
  89597. /** @hidden */
  89598. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89599. /** @hidden */
  89600. _rebuild(): void;
  89601. /** @hidden */
  89602. _resyncLightSources(): void;
  89603. /** @hidden */
  89604. _resyncLighSource(light: Light): void;
  89605. /** @hidden */
  89606. _unBindEffect(): void;
  89607. /** @hidden */
  89608. _removeLightSource(light: Light): void;
  89609. private _markSubMeshesAsDirty;
  89610. /** @hidden */
  89611. _markSubMeshesAsLightDirty(): void;
  89612. /** @hidden */
  89613. _markSubMeshesAsAttributesDirty(): void;
  89614. /** @hidden */
  89615. _markSubMeshesAsMiscDirty(): void;
  89616. /**
  89617. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89618. */
  89619. scaling: Vector3;
  89620. /**
  89621. * Returns true if the mesh is blocked. Implemented by child classes
  89622. */
  89623. readonly isBlocked: boolean;
  89624. /**
  89625. * Returns the mesh itself by default. Implemented by child classes
  89626. * @param camera defines the camera to use to pick the right LOD level
  89627. * @returns the currentAbstractMesh
  89628. */
  89629. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89630. /**
  89631. * Returns 0 by default. Implemented by child classes
  89632. * @returns an integer
  89633. */
  89634. getTotalVertices(): number;
  89635. /**
  89636. * Returns a positive integer : the total number of indices in this mesh geometry.
  89637. * @returns the numner of indices or zero if the mesh has no geometry.
  89638. */
  89639. getTotalIndices(): number;
  89640. /**
  89641. * Returns null by default. Implemented by child classes
  89642. * @returns null
  89643. */
  89644. getIndices(): Nullable<IndicesArray>;
  89645. /**
  89646. * Returns the array of the requested vertex data kind. Implemented by child classes
  89647. * @param kind defines the vertex data kind to use
  89648. * @returns null
  89649. */
  89650. getVerticesData(kind: string): Nullable<FloatArray>;
  89651. /**
  89652. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89653. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89654. * Note that a new underlying VertexBuffer object is created each call.
  89655. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89656. * @param kind defines vertex data kind:
  89657. * * VertexBuffer.PositionKind
  89658. * * VertexBuffer.UVKind
  89659. * * VertexBuffer.UV2Kind
  89660. * * VertexBuffer.UV3Kind
  89661. * * VertexBuffer.UV4Kind
  89662. * * VertexBuffer.UV5Kind
  89663. * * VertexBuffer.UV6Kind
  89664. * * VertexBuffer.ColorKind
  89665. * * VertexBuffer.MatricesIndicesKind
  89666. * * VertexBuffer.MatricesIndicesExtraKind
  89667. * * VertexBuffer.MatricesWeightsKind
  89668. * * VertexBuffer.MatricesWeightsExtraKind
  89669. * @param data defines the data source
  89670. * @param updatable defines if the data must be flagged as updatable (or static)
  89671. * @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
  89672. * @returns the current mesh
  89673. */
  89674. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89675. /**
  89676. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89677. * If the mesh has no geometry, it is simply returned as it is.
  89678. * @param kind defines vertex data kind:
  89679. * * VertexBuffer.PositionKind
  89680. * * VertexBuffer.UVKind
  89681. * * VertexBuffer.UV2Kind
  89682. * * VertexBuffer.UV3Kind
  89683. * * VertexBuffer.UV4Kind
  89684. * * VertexBuffer.UV5Kind
  89685. * * VertexBuffer.UV6Kind
  89686. * * VertexBuffer.ColorKind
  89687. * * VertexBuffer.MatricesIndicesKind
  89688. * * VertexBuffer.MatricesIndicesExtraKind
  89689. * * VertexBuffer.MatricesWeightsKind
  89690. * * VertexBuffer.MatricesWeightsExtraKind
  89691. * @param data defines the data source
  89692. * @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
  89693. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89694. * @returns the current mesh
  89695. */
  89696. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89697. /**
  89698. * Sets the mesh indices,
  89699. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89700. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89701. * @param totalVertices Defines the total number of vertices
  89702. * @returns the current mesh
  89703. */
  89704. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89705. /**
  89706. * Gets a boolean indicating if specific vertex data is present
  89707. * @param kind defines the vertex data kind to use
  89708. * @returns true is data kind is present
  89709. */
  89710. isVerticesDataPresent(kind: string): boolean;
  89711. /**
  89712. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89713. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89714. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89715. * @returns a BoundingInfo
  89716. */
  89717. getBoundingInfo(): BoundingInfo;
  89718. /**
  89719. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89720. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89721. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89722. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89723. * @returns the current mesh
  89724. */
  89725. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89726. /**
  89727. * Overwrite the current bounding info
  89728. * @param boundingInfo defines the new bounding info
  89729. * @returns the current mesh
  89730. */
  89731. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89732. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89733. readonly useBones: boolean;
  89734. /** @hidden */
  89735. _preActivate(): void;
  89736. /** @hidden */
  89737. _preActivateForIntermediateRendering(renderId: number): void;
  89738. /** @hidden */
  89739. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89740. /** @hidden */
  89741. _postActivate(): void;
  89742. /** @hidden */
  89743. _freeze(): void;
  89744. /** @hidden */
  89745. _unFreeze(): void;
  89746. /**
  89747. * Gets the current world matrix
  89748. * @returns a Matrix
  89749. */
  89750. getWorldMatrix(): Matrix;
  89751. /** @hidden */
  89752. _getWorldMatrixDeterminant(): number;
  89753. /**
  89754. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89755. */
  89756. readonly isAnInstance: boolean;
  89757. /**
  89758. * Perform relative position change from the point of view of behind the front of the mesh.
  89759. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89760. * Supports definition of mesh facing forward or backward
  89761. * @param amountRight defines the distance on the right axis
  89762. * @param amountUp defines the distance on the up axis
  89763. * @param amountForward defines the distance on the forward axis
  89764. * @returns the current mesh
  89765. */
  89766. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89767. /**
  89768. * Calculate relative position change from the point of view of behind the front of the mesh.
  89769. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89770. * Supports definition of mesh facing forward or backward
  89771. * @param amountRight defines the distance on the right axis
  89772. * @param amountUp defines the distance on the up axis
  89773. * @param amountForward defines the distance on the forward axis
  89774. * @returns the new displacement vector
  89775. */
  89776. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89777. /**
  89778. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89779. * Supports definition of mesh facing forward or backward
  89780. * @param flipBack defines the flip
  89781. * @param twirlClockwise defines the twirl
  89782. * @param tiltRight defines the tilt
  89783. * @returns the current mesh
  89784. */
  89785. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89786. /**
  89787. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89788. * Supports definition of mesh facing forward or backward.
  89789. * @param flipBack defines the flip
  89790. * @param twirlClockwise defines the twirl
  89791. * @param tiltRight defines the tilt
  89792. * @returns the new rotation vector
  89793. */
  89794. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89795. /**
  89796. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89797. * This means the mesh underlying bounding box and sphere are recomputed.
  89798. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89799. * @returns the current mesh
  89800. */
  89801. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89802. /** @hidden */
  89803. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89804. /** @hidden */
  89805. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89806. /** @hidden */
  89807. _updateBoundingInfo(): AbstractMesh;
  89808. /** @hidden */
  89809. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89810. /** @hidden */
  89811. protected _afterComputeWorldMatrix(): void;
  89812. /** @hidden */
  89813. readonly _effectiveMesh: AbstractMesh;
  89814. /**
  89815. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89816. * A mesh is in the frustum if its bounding box intersects the frustum
  89817. * @param frustumPlanes defines the frustum to test
  89818. * @returns true if the mesh is in the frustum planes
  89819. */
  89820. isInFrustum(frustumPlanes: Plane[]): boolean;
  89821. /**
  89822. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89823. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89824. * @param frustumPlanes defines the frustum to test
  89825. * @returns true if the mesh is completely in the frustum planes
  89826. */
  89827. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89828. /**
  89829. * True if the mesh intersects another mesh or a SolidParticle object
  89830. * @param mesh defines a target mesh or SolidParticle to test
  89831. * @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)
  89832. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89833. * @returns true if there is an intersection
  89834. */
  89835. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89836. /**
  89837. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89838. * @param point defines the point to test
  89839. * @returns true if there is an intersection
  89840. */
  89841. intersectsPoint(point: Vector3): boolean;
  89842. /**
  89843. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89844. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89845. */
  89846. checkCollisions: boolean;
  89847. /**
  89848. * Gets Collider object used to compute collisions (not physics)
  89849. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89850. */
  89851. readonly collider: Nullable<Collider>;
  89852. /**
  89853. * Move the mesh using collision engine
  89854. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89855. * @param displacement defines the requested displacement vector
  89856. * @returns the current mesh
  89857. */
  89858. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89859. private _onCollisionPositionChange;
  89860. /** @hidden */
  89861. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89862. /** @hidden */
  89863. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  89864. /** @hidden */
  89865. _checkCollision(collider: Collider): AbstractMesh;
  89866. /** @hidden */
  89867. _generatePointsArray(): boolean;
  89868. /**
  89869. * Checks if the passed Ray intersects with the mesh
  89870. * @param ray defines the ray to use
  89871. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  89872. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89873. * @returns the picking info
  89874. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  89875. */
  89876. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  89877. /**
  89878. * Clones the current mesh
  89879. * @param name defines the mesh name
  89880. * @param newParent defines the new mesh parent
  89881. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  89882. * @returns the new mesh
  89883. */
  89884. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  89885. /**
  89886. * Disposes all the submeshes of the current meshnp
  89887. * @returns the current mesh
  89888. */
  89889. releaseSubMeshes(): AbstractMesh;
  89890. /**
  89891. * Releases resources associated with this abstract mesh.
  89892. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89893. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89894. */
  89895. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89896. /**
  89897. * Adds the passed mesh as a child to the current mesh
  89898. * @param mesh defines the child mesh
  89899. * @returns the current mesh
  89900. */
  89901. addChild(mesh: AbstractMesh): AbstractMesh;
  89902. /**
  89903. * Removes the passed mesh from the current mesh children list
  89904. * @param mesh defines the child mesh
  89905. * @returns the current mesh
  89906. */
  89907. removeChild(mesh: AbstractMesh): AbstractMesh;
  89908. /** @hidden */
  89909. private _initFacetData;
  89910. /**
  89911. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  89912. * This method can be called within the render loop.
  89913. * 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
  89914. * @returns the current mesh
  89915. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89916. */
  89917. updateFacetData(): AbstractMesh;
  89918. /**
  89919. * Returns the facetLocalNormals array.
  89920. * The normals are expressed in the mesh local spac
  89921. * @returns an array of Vector3
  89922. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89923. */
  89924. getFacetLocalNormals(): Vector3[];
  89925. /**
  89926. * Returns the facetLocalPositions array.
  89927. * The facet positions are expressed in the mesh local space
  89928. * @returns an array of Vector3
  89929. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89930. */
  89931. getFacetLocalPositions(): Vector3[];
  89932. /**
  89933. * Returns the facetLocalPartioning array
  89934. * @returns an array of array of numbers
  89935. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89936. */
  89937. getFacetLocalPartitioning(): number[][];
  89938. /**
  89939. * Returns the i-th facet position in the world system.
  89940. * This method allocates a new Vector3 per call
  89941. * @param i defines the facet index
  89942. * @returns a new Vector3
  89943. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89944. */
  89945. getFacetPosition(i: number): Vector3;
  89946. /**
  89947. * Sets the reference Vector3 with the i-th facet position in the world system
  89948. * @param i defines the facet index
  89949. * @param ref defines the target vector
  89950. * @returns the current mesh
  89951. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89952. */
  89953. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  89954. /**
  89955. * Returns the i-th facet normal in the world system.
  89956. * This method allocates a new Vector3 per call
  89957. * @param i defines the facet index
  89958. * @returns a new Vector3
  89959. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89960. */
  89961. getFacetNormal(i: number): Vector3;
  89962. /**
  89963. * Sets the reference Vector3 with the i-th facet normal in the world system
  89964. * @param i defines the facet index
  89965. * @param ref defines the target vector
  89966. * @returns the current mesh
  89967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89968. */
  89969. getFacetNormalToRef(i: number, ref: Vector3): this;
  89970. /**
  89971. * 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)
  89972. * @param x defines x coordinate
  89973. * @param y defines y coordinate
  89974. * @param z defines z coordinate
  89975. * @returns the array of facet indexes
  89976. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89977. */
  89978. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  89979. /**
  89980. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  89981. * @param projected sets as the (x,y,z) world projection on the facet
  89982. * @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
  89983. * @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
  89984. * @param x defines x coordinate
  89985. * @param y defines y coordinate
  89986. * @param z defines z coordinate
  89987. * @returns the face index if found (or null instead)
  89988. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89989. */
  89990. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89991. /**
  89992. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  89993. * @param projected sets as the (x,y,z) local projection on the facet
  89994. * @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
  89995. * @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
  89996. * @param x defines x coordinate
  89997. * @param y defines y coordinate
  89998. * @param z defines z coordinate
  89999. * @returns the face index if found (or null instead)
  90000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90001. */
  90002. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90003. /**
  90004. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90005. * @returns the parameters
  90006. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90007. */
  90008. getFacetDataParameters(): any;
  90009. /**
  90010. * Disables the feature FacetData and frees the related memory
  90011. * @returns the current mesh
  90012. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90013. */
  90014. disableFacetData(): AbstractMesh;
  90015. /**
  90016. * Updates the AbstractMesh indices array
  90017. * @param indices defines the data source
  90018. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90019. * @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)
  90020. * @returns the current mesh
  90021. */
  90022. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90023. /**
  90024. * Creates new normals data for the mesh
  90025. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90026. * @returns the current mesh
  90027. */
  90028. createNormals(updatable: boolean): AbstractMesh;
  90029. /**
  90030. * Align the mesh with a normal
  90031. * @param normal defines the normal to use
  90032. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90033. * @returns the current mesh
  90034. */
  90035. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90036. /** @hidden */
  90037. _checkOcclusionQuery(): boolean;
  90038. /**
  90039. * Disables the mesh edge rendering mode
  90040. * @returns the currentAbstractMesh
  90041. */
  90042. disableEdgesRendering(): AbstractMesh;
  90043. /**
  90044. * Enables the edge rendering mode on the mesh.
  90045. * This mode makes the mesh edges visible
  90046. * @param epsilon defines the maximal distance between two angles to detect a face
  90047. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90048. * @returns the currentAbstractMesh
  90049. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90050. */
  90051. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90052. }
  90053. }
  90054. declare module BABYLON {
  90055. /**
  90056. * Interface used to define ActionEvent
  90057. */
  90058. export interface IActionEvent {
  90059. /** The mesh or sprite that triggered the action */
  90060. source: any;
  90061. /** The X mouse cursor position at the time of the event */
  90062. pointerX: number;
  90063. /** The Y mouse cursor position at the time of the event */
  90064. pointerY: number;
  90065. /** The mesh that is currently pointed at (can be null) */
  90066. meshUnderPointer: Nullable<AbstractMesh>;
  90067. /** the original (browser) event that triggered the ActionEvent */
  90068. sourceEvent?: any;
  90069. /** additional data for the event */
  90070. additionalData?: any;
  90071. }
  90072. /**
  90073. * ActionEvent is the event being sent when an action is triggered.
  90074. */
  90075. export class ActionEvent implements IActionEvent {
  90076. /** The mesh or sprite that triggered the action */
  90077. source: any;
  90078. /** The X mouse cursor position at the time of the event */
  90079. pointerX: number;
  90080. /** The Y mouse cursor position at the time of the event */
  90081. pointerY: number;
  90082. /** The mesh that is currently pointed at (can be null) */
  90083. meshUnderPointer: Nullable<AbstractMesh>;
  90084. /** the original (browser) event that triggered the ActionEvent */
  90085. sourceEvent?: any;
  90086. /** additional data for the event */
  90087. additionalData?: any;
  90088. /**
  90089. * Creates a new ActionEvent
  90090. * @param source The mesh or sprite that triggered the action
  90091. * @param pointerX The X mouse cursor position at the time of the event
  90092. * @param pointerY The Y mouse cursor position at the time of the event
  90093. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90094. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90095. * @param additionalData additional data for the event
  90096. */
  90097. constructor(
  90098. /** The mesh or sprite that triggered the action */
  90099. source: any,
  90100. /** The X mouse cursor position at the time of the event */
  90101. pointerX: number,
  90102. /** The Y mouse cursor position at the time of the event */
  90103. pointerY: number,
  90104. /** The mesh that is currently pointed at (can be null) */
  90105. meshUnderPointer: Nullable<AbstractMesh>,
  90106. /** the original (browser) event that triggered the ActionEvent */
  90107. sourceEvent?: any,
  90108. /** additional data for the event */
  90109. additionalData?: any);
  90110. /**
  90111. * Helper function to auto-create an ActionEvent from a source mesh.
  90112. * @param source The source mesh that triggered the event
  90113. * @param evt The original (browser) event
  90114. * @param additionalData additional data for the event
  90115. * @returns the new ActionEvent
  90116. */
  90117. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90118. /**
  90119. * Helper function to auto-create an ActionEvent from a source sprite
  90120. * @param source The source sprite that triggered the event
  90121. * @param scene Scene associated with the sprite
  90122. * @param evt The original (browser) event
  90123. * @param additionalData additional data for the event
  90124. * @returns the new ActionEvent
  90125. */
  90126. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90127. /**
  90128. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90129. * @param scene the scene where the event occurred
  90130. * @param evt The original (browser) event
  90131. * @returns the new ActionEvent
  90132. */
  90133. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90134. /**
  90135. * Helper function to auto-create an ActionEvent from a primitive
  90136. * @param prim defines the target primitive
  90137. * @param pointerPos defines the pointer position
  90138. * @param evt The original (browser) event
  90139. * @param additionalData additional data for the event
  90140. * @returns the new ActionEvent
  90141. */
  90142. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90143. }
  90144. }
  90145. declare module BABYLON {
  90146. /**
  90147. * Abstract class used to decouple action Manager from scene and meshes.
  90148. * Do not instantiate.
  90149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90150. */
  90151. export abstract class AbstractActionManager implements IDisposable {
  90152. /** Gets the list of active triggers */
  90153. static Triggers: {
  90154. [key: string]: number;
  90155. };
  90156. /** Gets the cursor to use when hovering items */
  90157. hoverCursor: string;
  90158. /** Gets the list of actions */
  90159. actions: IAction[];
  90160. /**
  90161. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90162. */
  90163. isRecursive: boolean;
  90164. /**
  90165. * Releases all associated resources
  90166. */
  90167. abstract dispose(): void;
  90168. /**
  90169. * Does this action manager has pointer triggers
  90170. */
  90171. abstract readonly hasPointerTriggers: boolean;
  90172. /**
  90173. * Does this action manager has pick triggers
  90174. */
  90175. abstract readonly hasPickTriggers: boolean;
  90176. /**
  90177. * Process a specific trigger
  90178. * @param trigger defines the trigger to process
  90179. * @param evt defines the event details to be processed
  90180. */
  90181. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90182. /**
  90183. * Does this action manager handles actions of any of the given triggers
  90184. * @param triggers defines the triggers to be tested
  90185. * @return a boolean indicating whether one (or more) of the triggers is handled
  90186. */
  90187. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90188. /**
  90189. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90190. * speed.
  90191. * @param triggerA defines the trigger to be tested
  90192. * @param triggerB defines the trigger to be tested
  90193. * @return a boolean indicating whether one (or more) of the triggers is handled
  90194. */
  90195. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90196. /**
  90197. * Does this action manager handles actions of a given trigger
  90198. * @param trigger defines the trigger to be tested
  90199. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90200. * @return whether the trigger is handled
  90201. */
  90202. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90203. /**
  90204. * Serialize this manager to a JSON object
  90205. * @param name defines the property name to store this manager
  90206. * @returns a JSON representation of this manager
  90207. */
  90208. abstract serialize(name: string): any;
  90209. /**
  90210. * Registers an action to this action manager
  90211. * @param action defines the action to be registered
  90212. * @return the action amended (prepared) after registration
  90213. */
  90214. abstract registerAction(action: IAction): Nullable<IAction>;
  90215. /**
  90216. * Unregisters an action to this action manager
  90217. * @param action defines the action to be unregistered
  90218. * @return a boolean indicating whether the action has been unregistered
  90219. */
  90220. abstract unregisterAction(action: IAction): Boolean;
  90221. /**
  90222. * Does exist one action manager with at least one trigger
  90223. **/
  90224. static readonly HasTriggers: boolean;
  90225. /**
  90226. * Does exist one action manager with at least one pick trigger
  90227. **/
  90228. static readonly HasPickTriggers: boolean;
  90229. /**
  90230. * Does exist one action manager that handles actions of a given trigger
  90231. * @param trigger defines the trigger to be tested
  90232. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90233. **/
  90234. static HasSpecificTrigger(trigger: number): boolean;
  90235. }
  90236. }
  90237. declare module BABYLON {
  90238. /**
  90239. * Defines how a node can be built from a string name.
  90240. */
  90241. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90242. /**
  90243. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90244. */
  90245. export class Node implements IBehaviorAware<Node> {
  90246. /** @hidden */
  90247. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90248. private static _NodeConstructors;
  90249. /**
  90250. * Add a new node constructor
  90251. * @param type defines the type name of the node to construct
  90252. * @param constructorFunc defines the constructor function
  90253. */
  90254. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90255. /**
  90256. * Returns a node constructor based on type name
  90257. * @param type defines the type name
  90258. * @param name defines the new node name
  90259. * @param scene defines the hosting scene
  90260. * @param options defines optional options to transmit to constructors
  90261. * @returns the new constructor or null
  90262. */
  90263. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90264. /**
  90265. * Gets or sets the name of the node
  90266. */
  90267. name: string;
  90268. /**
  90269. * Gets or sets the id of the node
  90270. */
  90271. id: string;
  90272. /**
  90273. * Gets or sets the unique id of the node
  90274. */
  90275. uniqueId: number;
  90276. /**
  90277. * Gets or sets a string used to store user defined state for the node
  90278. */
  90279. state: string;
  90280. /**
  90281. * Gets or sets an object used to store user defined information for the node
  90282. */
  90283. metadata: any;
  90284. /**
  90285. * For internal use only. Please do not use.
  90286. */
  90287. reservedDataStore: any;
  90288. /**
  90289. * List of inspectable custom properties (used by the Inspector)
  90290. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90291. */
  90292. inspectableCustomProperties: IInspectable[];
  90293. /**
  90294. * Gets or sets a boolean used to define if the node must be serialized
  90295. */
  90296. doNotSerialize: boolean;
  90297. /** @hidden */
  90298. _isDisposed: boolean;
  90299. /**
  90300. * Gets a list of Animations associated with the node
  90301. */
  90302. animations: Animation[];
  90303. protected _ranges: {
  90304. [name: string]: Nullable<AnimationRange>;
  90305. };
  90306. /**
  90307. * Callback raised when the node is ready to be used
  90308. */
  90309. onReady: Nullable<(node: Node) => void>;
  90310. private _isEnabled;
  90311. private _isParentEnabled;
  90312. private _isReady;
  90313. /** @hidden */
  90314. _currentRenderId: number;
  90315. private _parentUpdateId;
  90316. /** @hidden */
  90317. _childUpdateId: number;
  90318. /** @hidden */
  90319. _waitingParentId: Nullable<string>;
  90320. /** @hidden */
  90321. _scene: Scene;
  90322. /** @hidden */
  90323. _cache: any;
  90324. private _parentNode;
  90325. private _children;
  90326. /** @hidden */
  90327. _worldMatrix: Matrix;
  90328. /** @hidden */
  90329. _worldMatrixDeterminant: number;
  90330. /** @hidden */
  90331. _worldMatrixDeterminantIsDirty: boolean;
  90332. /** @hidden */
  90333. private _sceneRootNodesIndex;
  90334. /**
  90335. * Gets a boolean indicating if the node has been disposed
  90336. * @returns true if the node was disposed
  90337. */
  90338. isDisposed(): boolean;
  90339. /**
  90340. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90341. * @see https://doc.babylonjs.com/how_to/parenting
  90342. */
  90343. parent: Nullable<Node>;
  90344. private addToSceneRootNodes;
  90345. private removeFromSceneRootNodes;
  90346. private _animationPropertiesOverride;
  90347. /**
  90348. * Gets or sets the animation properties override
  90349. */
  90350. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90351. /**
  90352. * Gets a string idenfifying the name of the class
  90353. * @returns "Node" string
  90354. */
  90355. getClassName(): string;
  90356. /** @hidden */
  90357. readonly _isNode: boolean;
  90358. /**
  90359. * An event triggered when the mesh is disposed
  90360. */
  90361. onDisposeObservable: Observable<Node>;
  90362. private _onDisposeObserver;
  90363. /**
  90364. * Sets a callback that will be raised when the node will be disposed
  90365. */
  90366. onDispose: () => void;
  90367. /**
  90368. * Creates a new Node
  90369. * @param name the name and id to be given to this node
  90370. * @param scene the scene this node will be added to
  90371. * @param addToRootNodes the node will be added to scene.rootNodes
  90372. */
  90373. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90374. /**
  90375. * Gets the scene of the node
  90376. * @returns a scene
  90377. */
  90378. getScene(): Scene;
  90379. /**
  90380. * Gets the engine of the node
  90381. * @returns a Engine
  90382. */
  90383. getEngine(): Engine;
  90384. private _behaviors;
  90385. /**
  90386. * Attach a behavior to the node
  90387. * @see http://doc.babylonjs.com/features/behaviour
  90388. * @param behavior defines the behavior to attach
  90389. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90390. * @returns the current Node
  90391. */
  90392. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90393. /**
  90394. * Remove an attached behavior
  90395. * @see http://doc.babylonjs.com/features/behaviour
  90396. * @param behavior defines the behavior to attach
  90397. * @returns the current Node
  90398. */
  90399. removeBehavior(behavior: Behavior<Node>): Node;
  90400. /**
  90401. * Gets the list of attached behaviors
  90402. * @see http://doc.babylonjs.com/features/behaviour
  90403. */
  90404. readonly behaviors: Behavior<Node>[];
  90405. /**
  90406. * Gets an attached behavior by name
  90407. * @param name defines the name of the behavior to look for
  90408. * @see http://doc.babylonjs.com/features/behaviour
  90409. * @returns null if behavior was not found else the requested behavior
  90410. */
  90411. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90412. /**
  90413. * Returns the latest update of the World matrix
  90414. * @returns a Matrix
  90415. */
  90416. getWorldMatrix(): Matrix;
  90417. /** @hidden */
  90418. _getWorldMatrixDeterminant(): number;
  90419. /**
  90420. * Returns directly the latest state of the mesh World matrix.
  90421. * A Matrix is returned.
  90422. */
  90423. readonly worldMatrixFromCache: Matrix;
  90424. /** @hidden */
  90425. _initCache(): void;
  90426. /** @hidden */
  90427. updateCache(force?: boolean): void;
  90428. /** @hidden */
  90429. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90430. /** @hidden */
  90431. _updateCache(ignoreParentClass?: boolean): void;
  90432. /** @hidden */
  90433. _isSynchronized(): boolean;
  90434. /** @hidden */
  90435. _markSyncedWithParent(): void;
  90436. /** @hidden */
  90437. isSynchronizedWithParent(): boolean;
  90438. /** @hidden */
  90439. isSynchronized(): boolean;
  90440. /**
  90441. * Is this node ready to be used/rendered
  90442. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90443. * @return true if the node is ready
  90444. */
  90445. isReady(completeCheck?: boolean): boolean;
  90446. /**
  90447. * Is this node enabled?
  90448. * 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
  90449. * @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
  90450. * @return whether this node (and its parent) is enabled
  90451. */
  90452. isEnabled(checkAncestors?: boolean): boolean;
  90453. /** @hidden */
  90454. protected _syncParentEnabledState(): void;
  90455. /**
  90456. * Set the enabled state of this node
  90457. * @param value defines the new enabled state
  90458. */
  90459. setEnabled(value: boolean): void;
  90460. /**
  90461. * Is this node a descendant of the given node?
  90462. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90463. * @param ancestor defines the parent node to inspect
  90464. * @returns a boolean indicating if this node is a descendant of the given node
  90465. */
  90466. isDescendantOf(ancestor: Node): boolean;
  90467. /** @hidden */
  90468. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90469. /**
  90470. * Will return all nodes that have this node as ascendant
  90471. * @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
  90472. * @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
  90473. * @return all children nodes of all types
  90474. */
  90475. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90476. /**
  90477. * Get all child-meshes of this node
  90478. * @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)
  90479. * @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
  90480. * @returns an array of AbstractMesh
  90481. */
  90482. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90483. /**
  90484. * Get all direct children of this node
  90485. * @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
  90486. * @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)
  90487. * @returns an array of Node
  90488. */
  90489. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90490. /** @hidden */
  90491. _setReady(state: boolean): void;
  90492. /**
  90493. * Get an animation by name
  90494. * @param name defines the name of the animation to look for
  90495. * @returns null if not found else the requested animation
  90496. */
  90497. getAnimationByName(name: string): Nullable<Animation>;
  90498. /**
  90499. * Creates an animation range for this node
  90500. * @param name defines the name of the range
  90501. * @param from defines the starting key
  90502. * @param to defines the end key
  90503. */
  90504. createAnimationRange(name: string, from: number, to: number): void;
  90505. /**
  90506. * Delete a specific animation range
  90507. * @param name defines the name of the range to delete
  90508. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90509. */
  90510. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90511. /**
  90512. * Get an animation range by name
  90513. * @param name defines the name of the animation range to look for
  90514. * @returns null if not found else the requested animation range
  90515. */
  90516. getAnimationRange(name: string): Nullable<AnimationRange>;
  90517. /**
  90518. * Gets the list of all animation ranges defined on this node
  90519. * @returns an array
  90520. */
  90521. getAnimationRanges(): Nullable<AnimationRange>[];
  90522. /**
  90523. * Will start the animation sequence
  90524. * @param name defines the range frames for animation sequence
  90525. * @param loop defines if the animation should loop (false by default)
  90526. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90527. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90528. * @returns the object created for this animation. If range does not exist, it will return null
  90529. */
  90530. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90531. /**
  90532. * Serialize animation ranges into a JSON compatible object
  90533. * @returns serialization object
  90534. */
  90535. serializeAnimationRanges(): any;
  90536. /**
  90537. * Computes the world matrix of the node
  90538. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90539. * @returns the world matrix
  90540. */
  90541. computeWorldMatrix(force?: boolean): Matrix;
  90542. /**
  90543. * Releases resources associated with this node.
  90544. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90545. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90546. */
  90547. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90548. /**
  90549. * Parse animation range data from a serialization object and store them into a given node
  90550. * @param node defines where to store the animation ranges
  90551. * @param parsedNode defines the serialization object to read data from
  90552. * @param scene defines the hosting scene
  90553. */
  90554. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90555. /**
  90556. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90557. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90558. * @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
  90559. * @returns the new bounding vectors
  90560. */
  90561. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90562. min: Vector3;
  90563. max: Vector3;
  90564. };
  90565. }
  90566. }
  90567. declare module BABYLON {
  90568. /**
  90569. * @hidden
  90570. */
  90571. export class _IAnimationState {
  90572. key: number;
  90573. repeatCount: number;
  90574. workValue?: any;
  90575. loopMode?: number;
  90576. offsetValue?: any;
  90577. highLimitValue?: any;
  90578. }
  90579. /**
  90580. * Class used to store any kind of animation
  90581. */
  90582. export class Animation {
  90583. /**Name of the animation */
  90584. name: string;
  90585. /**Property to animate */
  90586. targetProperty: string;
  90587. /**The frames per second of the animation */
  90588. framePerSecond: number;
  90589. /**The data type of the animation */
  90590. dataType: number;
  90591. /**The loop mode of the animation */
  90592. loopMode?: number | undefined;
  90593. /**Specifies if blending should be enabled */
  90594. enableBlending?: boolean | undefined;
  90595. /**
  90596. * Use matrix interpolation instead of using direct key value when animating matrices
  90597. */
  90598. static AllowMatricesInterpolation: boolean;
  90599. /**
  90600. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90601. */
  90602. static AllowMatrixDecomposeForInterpolation: boolean;
  90603. /**
  90604. * Stores the key frames of the animation
  90605. */
  90606. private _keys;
  90607. /**
  90608. * Stores the easing function of the animation
  90609. */
  90610. private _easingFunction;
  90611. /**
  90612. * @hidden Internal use only
  90613. */
  90614. _runtimeAnimations: RuntimeAnimation[];
  90615. /**
  90616. * The set of event that will be linked to this animation
  90617. */
  90618. private _events;
  90619. /**
  90620. * Stores an array of target property paths
  90621. */
  90622. targetPropertyPath: string[];
  90623. /**
  90624. * Stores the blending speed of the animation
  90625. */
  90626. blendingSpeed: number;
  90627. /**
  90628. * Stores the animation ranges for the animation
  90629. */
  90630. private _ranges;
  90631. /**
  90632. * @hidden Internal use
  90633. */
  90634. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90635. /**
  90636. * Sets up an animation
  90637. * @param property The property to animate
  90638. * @param animationType The animation type to apply
  90639. * @param framePerSecond The frames per second of the animation
  90640. * @param easingFunction The easing function used in the animation
  90641. * @returns The created animation
  90642. */
  90643. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90644. /**
  90645. * Create and start an animation on a node
  90646. * @param name defines the name of the global animation that will be run on all nodes
  90647. * @param node defines the root node where the animation will take place
  90648. * @param targetProperty defines property to animate
  90649. * @param framePerSecond defines the number of frame per second yo use
  90650. * @param totalFrame defines the number of frames in total
  90651. * @param from defines the initial value
  90652. * @param to defines the final value
  90653. * @param loopMode defines which loop mode you want to use (off by default)
  90654. * @param easingFunction defines the easing function to use (linear by default)
  90655. * @param onAnimationEnd defines the callback to call when animation end
  90656. * @returns the animatable created for this animation
  90657. */
  90658. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90659. /**
  90660. * Create and start an animation on a node and its descendants
  90661. * @param name defines the name of the global animation that will be run on all nodes
  90662. * @param node defines the root node where the animation will take place
  90663. * @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
  90664. * @param targetProperty defines property to animate
  90665. * @param framePerSecond defines the number of frame per second to use
  90666. * @param totalFrame defines the number of frames in total
  90667. * @param from defines the initial value
  90668. * @param to defines the final value
  90669. * @param loopMode defines which loop mode you want to use (off by default)
  90670. * @param easingFunction defines the easing function to use (linear by default)
  90671. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90672. * @returns the list of animatables created for all nodes
  90673. * @example https://www.babylonjs-playground.com/#MH0VLI
  90674. */
  90675. 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[]>;
  90676. /**
  90677. * Creates a new animation, merges it with the existing animations and starts it
  90678. * @param name Name of the animation
  90679. * @param node Node which contains the scene that begins the animations
  90680. * @param targetProperty Specifies which property to animate
  90681. * @param framePerSecond The frames per second of the animation
  90682. * @param totalFrame The total number of frames
  90683. * @param from The frame at the beginning of the animation
  90684. * @param to The frame at the end of the animation
  90685. * @param loopMode Specifies the loop mode of the animation
  90686. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90687. * @param onAnimationEnd Callback to run once the animation is complete
  90688. * @returns Nullable animation
  90689. */
  90690. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90691. /**
  90692. * Transition property of an host to the target Value
  90693. * @param property The property to transition
  90694. * @param targetValue The target Value of the property
  90695. * @param host The object where the property to animate belongs
  90696. * @param scene Scene used to run the animation
  90697. * @param frameRate Framerate (in frame/s) to use
  90698. * @param transition The transition type we want to use
  90699. * @param duration The duration of the animation, in milliseconds
  90700. * @param onAnimationEnd Callback trigger at the end of the animation
  90701. * @returns Nullable animation
  90702. */
  90703. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90704. /**
  90705. * Return the array of runtime animations currently using this animation
  90706. */
  90707. readonly runtimeAnimations: RuntimeAnimation[];
  90708. /**
  90709. * Specifies if any of the runtime animations are currently running
  90710. */
  90711. readonly hasRunningRuntimeAnimations: boolean;
  90712. /**
  90713. * Initializes the animation
  90714. * @param name Name of the animation
  90715. * @param targetProperty Property to animate
  90716. * @param framePerSecond The frames per second of the animation
  90717. * @param dataType The data type of the animation
  90718. * @param loopMode The loop mode of the animation
  90719. * @param enableBlending Specifies if blending should be enabled
  90720. */
  90721. constructor(
  90722. /**Name of the animation */
  90723. name: string,
  90724. /**Property to animate */
  90725. targetProperty: string,
  90726. /**The frames per second of the animation */
  90727. framePerSecond: number,
  90728. /**The data type of the animation */
  90729. dataType: number,
  90730. /**The loop mode of the animation */
  90731. loopMode?: number | undefined,
  90732. /**Specifies if blending should be enabled */
  90733. enableBlending?: boolean | undefined);
  90734. /**
  90735. * Converts the animation to a string
  90736. * @param fullDetails support for multiple levels of logging within scene loading
  90737. * @returns String form of the animation
  90738. */
  90739. toString(fullDetails?: boolean): string;
  90740. /**
  90741. * Add an event to this animation
  90742. * @param event Event to add
  90743. */
  90744. addEvent(event: AnimationEvent): void;
  90745. /**
  90746. * Remove all events found at the given frame
  90747. * @param frame The frame to remove events from
  90748. */
  90749. removeEvents(frame: number): void;
  90750. /**
  90751. * Retrieves all the events from the animation
  90752. * @returns Events from the animation
  90753. */
  90754. getEvents(): AnimationEvent[];
  90755. /**
  90756. * Creates an animation range
  90757. * @param name Name of the animation range
  90758. * @param from Starting frame of the animation range
  90759. * @param to Ending frame of the animation
  90760. */
  90761. createRange(name: string, from: number, to: number): void;
  90762. /**
  90763. * Deletes an animation range by name
  90764. * @param name Name of the animation range to delete
  90765. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90766. */
  90767. deleteRange(name: string, deleteFrames?: boolean): void;
  90768. /**
  90769. * Gets the animation range by name, or null if not defined
  90770. * @param name Name of the animation range
  90771. * @returns Nullable animation range
  90772. */
  90773. getRange(name: string): Nullable<AnimationRange>;
  90774. /**
  90775. * Gets the key frames from the animation
  90776. * @returns The key frames of the animation
  90777. */
  90778. getKeys(): Array<IAnimationKey>;
  90779. /**
  90780. * Gets the highest frame rate of the animation
  90781. * @returns Highest frame rate of the animation
  90782. */
  90783. getHighestFrame(): number;
  90784. /**
  90785. * Gets the easing function of the animation
  90786. * @returns Easing function of the animation
  90787. */
  90788. getEasingFunction(): IEasingFunction;
  90789. /**
  90790. * Sets the easing function of the animation
  90791. * @param easingFunction A custom mathematical formula for animation
  90792. */
  90793. setEasingFunction(easingFunction: EasingFunction): void;
  90794. /**
  90795. * Interpolates a scalar linearly
  90796. * @param startValue Start value of the animation curve
  90797. * @param endValue End value of the animation curve
  90798. * @param gradient Scalar amount to interpolate
  90799. * @returns Interpolated scalar value
  90800. */
  90801. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90802. /**
  90803. * Interpolates a scalar cubically
  90804. * @param startValue Start value of the animation curve
  90805. * @param outTangent End tangent of the animation
  90806. * @param endValue End value of the animation curve
  90807. * @param inTangent Start tangent of the animation curve
  90808. * @param gradient Scalar amount to interpolate
  90809. * @returns Interpolated scalar value
  90810. */
  90811. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90812. /**
  90813. * Interpolates a quaternion using a spherical linear interpolation
  90814. * @param startValue Start value of the animation curve
  90815. * @param endValue End value of the animation curve
  90816. * @param gradient Scalar amount to interpolate
  90817. * @returns Interpolated quaternion value
  90818. */
  90819. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90820. /**
  90821. * Interpolates a quaternion cubically
  90822. * @param startValue Start value of the animation curve
  90823. * @param outTangent End tangent of the animation curve
  90824. * @param endValue End value of the animation curve
  90825. * @param inTangent Start tangent of the animation curve
  90826. * @param gradient Scalar amount to interpolate
  90827. * @returns Interpolated quaternion value
  90828. */
  90829. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90830. /**
  90831. * Interpolates a Vector3 linearl
  90832. * @param startValue Start value of the animation curve
  90833. * @param endValue End value of the animation curve
  90834. * @param gradient Scalar amount to interpolate
  90835. * @returns Interpolated scalar value
  90836. */
  90837. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90838. /**
  90839. * Interpolates a Vector3 cubically
  90840. * @param startValue Start value of the animation curve
  90841. * @param outTangent End tangent of the animation
  90842. * @param endValue End value of the animation curve
  90843. * @param inTangent Start tangent of the animation curve
  90844. * @param gradient Scalar amount to interpolate
  90845. * @returns InterpolatedVector3 value
  90846. */
  90847. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90848. /**
  90849. * Interpolates a Vector2 linearly
  90850. * @param startValue Start value of the animation curve
  90851. * @param endValue End value of the animation curve
  90852. * @param gradient Scalar amount to interpolate
  90853. * @returns Interpolated Vector2 value
  90854. */
  90855. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90856. /**
  90857. * Interpolates a Vector2 cubically
  90858. * @param startValue Start value of the animation curve
  90859. * @param outTangent End tangent of the animation
  90860. * @param endValue End value of the animation curve
  90861. * @param inTangent Start tangent of the animation curve
  90862. * @param gradient Scalar amount to interpolate
  90863. * @returns Interpolated Vector2 value
  90864. */
  90865. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  90866. /**
  90867. * Interpolates a size linearly
  90868. * @param startValue Start value of the animation curve
  90869. * @param endValue End value of the animation curve
  90870. * @param gradient Scalar amount to interpolate
  90871. * @returns Interpolated Size value
  90872. */
  90873. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  90874. /**
  90875. * Interpolates a Color3 linearly
  90876. * @param startValue Start value of the animation curve
  90877. * @param endValue End value of the animation curve
  90878. * @param gradient Scalar amount to interpolate
  90879. * @returns Interpolated Color3 value
  90880. */
  90881. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  90882. /**
  90883. * @hidden Internal use only
  90884. */
  90885. _getKeyValue(value: any): any;
  90886. /**
  90887. * @hidden Internal use only
  90888. */
  90889. _interpolate(currentFrame: number, state: _IAnimationState): any;
  90890. /**
  90891. * Defines the function to use to interpolate matrices
  90892. * @param startValue defines the start matrix
  90893. * @param endValue defines the end matrix
  90894. * @param gradient defines the gradient between both matrices
  90895. * @param result defines an optional target matrix where to store the interpolation
  90896. * @returns the interpolated matrix
  90897. */
  90898. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  90899. /**
  90900. * Makes a copy of the animation
  90901. * @returns Cloned animation
  90902. */
  90903. clone(): Animation;
  90904. /**
  90905. * Sets the key frames of the animation
  90906. * @param values The animation key frames to set
  90907. */
  90908. setKeys(values: Array<IAnimationKey>): void;
  90909. /**
  90910. * Serializes the animation to an object
  90911. * @returns Serialized object
  90912. */
  90913. serialize(): any;
  90914. /**
  90915. * Float animation type
  90916. */
  90917. private static _ANIMATIONTYPE_FLOAT;
  90918. /**
  90919. * Vector3 animation type
  90920. */
  90921. private static _ANIMATIONTYPE_VECTOR3;
  90922. /**
  90923. * Quaternion animation type
  90924. */
  90925. private static _ANIMATIONTYPE_QUATERNION;
  90926. /**
  90927. * Matrix animation type
  90928. */
  90929. private static _ANIMATIONTYPE_MATRIX;
  90930. /**
  90931. * Color3 animation type
  90932. */
  90933. private static _ANIMATIONTYPE_COLOR3;
  90934. /**
  90935. * Vector2 animation type
  90936. */
  90937. private static _ANIMATIONTYPE_VECTOR2;
  90938. /**
  90939. * Size animation type
  90940. */
  90941. private static _ANIMATIONTYPE_SIZE;
  90942. /**
  90943. * Relative Loop Mode
  90944. */
  90945. private static _ANIMATIONLOOPMODE_RELATIVE;
  90946. /**
  90947. * Cycle Loop Mode
  90948. */
  90949. private static _ANIMATIONLOOPMODE_CYCLE;
  90950. /**
  90951. * Constant Loop Mode
  90952. */
  90953. private static _ANIMATIONLOOPMODE_CONSTANT;
  90954. /**
  90955. * Get the float animation type
  90956. */
  90957. static readonly ANIMATIONTYPE_FLOAT: number;
  90958. /**
  90959. * Get the Vector3 animation type
  90960. */
  90961. static readonly ANIMATIONTYPE_VECTOR3: number;
  90962. /**
  90963. * Get the Vector2 animation type
  90964. */
  90965. static readonly ANIMATIONTYPE_VECTOR2: number;
  90966. /**
  90967. * Get the Size animation type
  90968. */
  90969. static readonly ANIMATIONTYPE_SIZE: number;
  90970. /**
  90971. * Get the Quaternion animation type
  90972. */
  90973. static readonly ANIMATIONTYPE_QUATERNION: number;
  90974. /**
  90975. * Get the Matrix animation type
  90976. */
  90977. static readonly ANIMATIONTYPE_MATRIX: number;
  90978. /**
  90979. * Get the Color3 animation type
  90980. */
  90981. static readonly ANIMATIONTYPE_COLOR3: number;
  90982. /**
  90983. * Get the Relative Loop Mode
  90984. */
  90985. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  90986. /**
  90987. * Get the Cycle Loop Mode
  90988. */
  90989. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  90990. /**
  90991. * Get the Constant Loop Mode
  90992. */
  90993. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  90994. /** @hidden */
  90995. static _UniversalLerp(left: any, right: any, amount: number): any;
  90996. /**
  90997. * Parses an animation object and creates an animation
  90998. * @param parsedAnimation Parsed animation object
  90999. * @returns Animation object
  91000. */
  91001. static Parse(parsedAnimation: any): Animation;
  91002. /**
  91003. * Appends the serialized animations from the source animations
  91004. * @param source Source containing the animations
  91005. * @param destination Target to store the animations
  91006. */
  91007. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91008. }
  91009. }
  91010. declare module BABYLON {
  91011. /**
  91012. * Interface containing an array of animations
  91013. */
  91014. export interface IAnimatable {
  91015. /**
  91016. * Array of animations
  91017. */
  91018. animations: Nullable<Array<Animation>>;
  91019. }
  91020. }
  91021. declare module BABYLON {
  91022. /**
  91023. * This represents all the required information to add a fresnel effect on a material:
  91024. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91025. */
  91026. export class FresnelParameters {
  91027. private _isEnabled;
  91028. /**
  91029. * Define if the fresnel effect is enable or not.
  91030. */
  91031. isEnabled: boolean;
  91032. /**
  91033. * Define the color used on edges (grazing angle)
  91034. */
  91035. leftColor: Color3;
  91036. /**
  91037. * Define the color used on center
  91038. */
  91039. rightColor: Color3;
  91040. /**
  91041. * Define bias applied to computed fresnel term
  91042. */
  91043. bias: number;
  91044. /**
  91045. * Defined the power exponent applied to fresnel term
  91046. */
  91047. power: number;
  91048. /**
  91049. * Clones the current fresnel and its valuues
  91050. * @returns a clone fresnel configuration
  91051. */
  91052. clone(): FresnelParameters;
  91053. /**
  91054. * Serializes the current fresnel parameters to a JSON representation.
  91055. * @return the JSON serialization
  91056. */
  91057. serialize(): any;
  91058. /**
  91059. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91060. * @param parsedFresnelParameters Define the JSON representation
  91061. * @returns the parsed parameters
  91062. */
  91063. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91064. }
  91065. }
  91066. declare module BABYLON {
  91067. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91068. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91069. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91070. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91071. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91072. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91073. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91074. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91075. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91076. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91077. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91078. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91079. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91080. /**
  91081. * Decorator used to define property that can be serialized as reference to a camera
  91082. * @param sourceName defines the name of the property to decorate
  91083. */
  91084. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91085. /**
  91086. * Class used to help serialization objects
  91087. */
  91088. export class SerializationHelper {
  91089. /** @hidden */
  91090. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91091. /** @hidden */
  91092. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91093. /** @hidden */
  91094. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91095. /** @hidden */
  91096. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91097. /**
  91098. * Appends the serialized animations from the source animations
  91099. * @param source Source containing the animations
  91100. * @param destination Target to store the animations
  91101. */
  91102. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91103. /**
  91104. * Static function used to serialized a specific entity
  91105. * @param entity defines the entity to serialize
  91106. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91107. * @returns a JSON compatible object representing the serialization of the entity
  91108. */
  91109. static Serialize<T>(entity: T, serializationObject?: any): any;
  91110. /**
  91111. * Creates a new entity from a serialization data object
  91112. * @param creationFunction defines a function used to instanciated the new entity
  91113. * @param source defines the source serialization data
  91114. * @param scene defines the hosting scene
  91115. * @param rootUrl defines the root url for resources
  91116. * @returns a new entity
  91117. */
  91118. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91119. /**
  91120. * Clones an object
  91121. * @param creationFunction defines the function used to instanciate the new object
  91122. * @param source defines the source object
  91123. * @returns the cloned object
  91124. */
  91125. static Clone<T>(creationFunction: () => T, source: T): T;
  91126. /**
  91127. * Instanciates a new object based on a source one (some data will be shared between both object)
  91128. * @param creationFunction defines the function used to instanciate the new object
  91129. * @param source defines the source object
  91130. * @returns the new object
  91131. */
  91132. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91133. }
  91134. }
  91135. declare module BABYLON {
  91136. /**
  91137. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91138. */
  91139. export interface CubeMapInfo {
  91140. /**
  91141. * The pixel array for the front face.
  91142. * This is stored in format, left to right, up to down format.
  91143. */
  91144. front: Nullable<ArrayBufferView>;
  91145. /**
  91146. * The pixel array for the back face.
  91147. * This is stored in format, left to right, up to down format.
  91148. */
  91149. back: Nullable<ArrayBufferView>;
  91150. /**
  91151. * The pixel array for the left face.
  91152. * This is stored in format, left to right, up to down format.
  91153. */
  91154. left: Nullable<ArrayBufferView>;
  91155. /**
  91156. * The pixel array for the right face.
  91157. * This is stored in format, left to right, up to down format.
  91158. */
  91159. right: Nullable<ArrayBufferView>;
  91160. /**
  91161. * The pixel array for the up face.
  91162. * This is stored in format, left to right, up to down format.
  91163. */
  91164. up: Nullable<ArrayBufferView>;
  91165. /**
  91166. * The pixel array for the down face.
  91167. * This is stored in format, left to right, up to down format.
  91168. */
  91169. down: Nullable<ArrayBufferView>;
  91170. /**
  91171. * The size of the cubemap stored.
  91172. *
  91173. * Each faces will be size * size pixels.
  91174. */
  91175. size: number;
  91176. /**
  91177. * The format of the texture.
  91178. *
  91179. * RGBA, RGB.
  91180. */
  91181. format: number;
  91182. /**
  91183. * The type of the texture data.
  91184. *
  91185. * UNSIGNED_INT, FLOAT.
  91186. */
  91187. type: number;
  91188. /**
  91189. * Specifies whether the texture is in gamma space.
  91190. */
  91191. gammaSpace: boolean;
  91192. }
  91193. /**
  91194. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91195. */
  91196. export class PanoramaToCubeMapTools {
  91197. private static FACE_FRONT;
  91198. private static FACE_BACK;
  91199. private static FACE_RIGHT;
  91200. private static FACE_LEFT;
  91201. private static FACE_DOWN;
  91202. private static FACE_UP;
  91203. /**
  91204. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91205. *
  91206. * @param float32Array The source data.
  91207. * @param inputWidth The width of the input panorama.
  91208. * @param inputHeight The height of the input panorama.
  91209. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91210. * @return The cubemap data
  91211. */
  91212. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91213. private static CreateCubemapTexture;
  91214. private static CalcProjectionSpherical;
  91215. }
  91216. }
  91217. declare module BABYLON {
  91218. /**
  91219. * Helper class dealing with the extraction of spherical polynomial dataArray
  91220. * from a cube map.
  91221. */
  91222. export class CubeMapToSphericalPolynomialTools {
  91223. private static FileFaces;
  91224. /**
  91225. * Converts a texture to the according Spherical Polynomial data.
  91226. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91227. *
  91228. * @param texture The texture to extract the information from.
  91229. * @return The Spherical Polynomial data.
  91230. */
  91231. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91232. /**
  91233. * Converts a cubemap to the according Spherical Polynomial data.
  91234. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91235. *
  91236. * @param cubeInfo The Cube map to extract the information from.
  91237. * @return The Spherical Polynomial data.
  91238. */
  91239. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91240. }
  91241. }
  91242. declare module BABYLON {
  91243. /**
  91244. * Class used to manipulate GUIDs
  91245. */
  91246. export class GUID {
  91247. /**
  91248. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91249. * Be aware Math.random() could cause collisions, but:
  91250. * "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"
  91251. * @returns a pseudo random id
  91252. */
  91253. static RandomId(): string;
  91254. }
  91255. }
  91256. declare module BABYLON {
  91257. /**
  91258. * Base class of all the textures in babylon.
  91259. * It groups all the common properties the materials, post process, lights... might need
  91260. * in order to make a correct use of the texture.
  91261. */
  91262. export class BaseTexture implements IAnimatable {
  91263. /**
  91264. * Default anisotropic filtering level for the application.
  91265. * It is set to 4 as a good tradeoff between perf and quality.
  91266. */
  91267. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91268. /**
  91269. * Gets or sets the unique id of the texture
  91270. */
  91271. uniqueId: number;
  91272. /**
  91273. * Define the name of the texture.
  91274. */
  91275. name: string;
  91276. /**
  91277. * Gets or sets an object used to store user defined information.
  91278. */
  91279. metadata: any;
  91280. /**
  91281. * For internal use only. Please do not use.
  91282. */
  91283. reservedDataStore: any;
  91284. private _hasAlpha;
  91285. /**
  91286. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91287. */
  91288. hasAlpha: boolean;
  91289. /**
  91290. * Defines if the alpha value should be determined via the rgb values.
  91291. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91292. */
  91293. getAlphaFromRGB: boolean;
  91294. /**
  91295. * Intensity or strength of the texture.
  91296. * It is commonly used by materials to fine tune the intensity of the texture
  91297. */
  91298. level: number;
  91299. /**
  91300. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91301. * This is part of the texture as textures usually maps to one uv set.
  91302. */
  91303. coordinatesIndex: number;
  91304. private _coordinatesMode;
  91305. /**
  91306. * How a texture is mapped.
  91307. *
  91308. * | Value | Type | Description |
  91309. * | ----- | ----------------------------------- | ----------- |
  91310. * | 0 | EXPLICIT_MODE | |
  91311. * | 1 | SPHERICAL_MODE | |
  91312. * | 2 | PLANAR_MODE | |
  91313. * | 3 | CUBIC_MODE | |
  91314. * | 4 | PROJECTION_MODE | |
  91315. * | 5 | SKYBOX_MODE | |
  91316. * | 6 | INVCUBIC_MODE | |
  91317. * | 7 | EQUIRECTANGULAR_MODE | |
  91318. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91319. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91320. */
  91321. coordinatesMode: number;
  91322. /**
  91323. * | Value | Type | Description |
  91324. * | ----- | ------------------ | ----------- |
  91325. * | 0 | CLAMP_ADDRESSMODE | |
  91326. * | 1 | WRAP_ADDRESSMODE | |
  91327. * | 2 | MIRROR_ADDRESSMODE | |
  91328. */
  91329. wrapU: number;
  91330. /**
  91331. * | Value | Type | Description |
  91332. * | ----- | ------------------ | ----------- |
  91333. * | 0 | CLAMP_ADDRESSMODE | |
  91334. * | 1 | WRAP_ADDRESSMODE | |
  91335. * | 2 | MIRROR_ADDRESSMODE | |
  91336. */
  91337. wrapV: number;
  91338. /**
  91339. * | Value | Type | Description |
  91340. * | ----- | ------------------ | ----------- |
  91341. * | 0 | CLAMP_ADDRESSMODE | |
  91342. * | 1 | WRAP_ADDRESSMODE | |
  91343. * | 2 | MIRROR_ADDRESSMODE | |
  91344. */
  91345. wrapR: number;
  91346. /**
  91347. * With compliant hardware and browser (supporting anisotropic filtering)
  91348. * this defines the level of anisotropic filtering in the texture.
  91349. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91350. */
  91351. anisotropicFilteringLevel: number;
  91352. /**
  91353. * Define if the texture is a cube texture or if false a 2d texture.
  91354. */
  91355. isCube: boolean;
  91356. /**
  91357. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91358. */
  91359. is3D: boolean;
  91360. /**
  91361. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91362. * HDR texture are usually stored in linear space.
  91363. * This only impacts the PBR and Background materials
  91364. */
  91365. gammaSpace: boolean;
  91366. /**
  91367. * Gets whether or not the texture contains RGBD data.
  91368. */
  91369. readonly isRGBD: boolean;
  91370. /**
  91371. * Is Z inverted in the texture (useful in a cube texture).
  91372. */
  91373. invertZ: boolean;
  91374. /**
  91375. * Are mip maps generated for this texture or not.
  91376. */
  91377. readonly noMipmap: boolean;
  91378. /**
  91379. * @hidden
  91380. */
  91381. lodLevelInAlpha: boolean;
  91382. /**
  91383. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91384. */
  91385. lodGenerationOffset: number;
  91386. /**
  91387. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91388. */
  91389. lodGenerationScale: number;
  91390. /**
  91391. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91392. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91393. * average roughness values.
  91394. */
  91395. linearSpecularLOD: boolean;
  91396. /**
  91397. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91398. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91399. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91400. */
  91401. irradianceTexture: Nullable<BaseTexture>;
  91402. /**
  91403. * Define if the texture is a render target.
  91404. */
  91405. isRenderTarget: boolean;
  91406. /**
  91407. * Define the unique id of the texture in the scene.
  91408. */
  91409. readonly uid: string;
  91410. /**
  91411. * Return a string representation of the texture.
  91412. * @returns the texture as a string
  91413. */
  91414. toString(): string;
  91415. /**
  91416. * Get the class name of the texture.
  91417. * @returns "BaseTexture"
  91418. */
  91419. getClassName(): string;
  91420. /**
  91421. * Define the list of animation attached to the texture.
  91422. */
  91423. animations: Animation[];
  91424. /**
  91425. * An event triggered when the texture is disposed.
  91426. */
  91427. onDisposeObservable: Observable<BaseTexture>;
  91428. private _onDisposeObserver;
  91429. /**
  91430. * Callback triggered when the texture has been disposed.
  91431. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91432. */
  91433. onDispose: () => void;
  91434. /**
  91435. * Define the current state of the loading sequence when in delayed load mode.
  91436. */
  91437. delayLoadState: number;
  91438. private _scene;
  91439. /** @hidden */
  91440. _texture: Nullable<InternalTexture>;
  91441. private _uid;
  91442. /**
  91443. * Define if the texture is preventinga material to render or not.
  91444. * If not and the texture is not ready, the engine will use a default black texture instead.
  91445. */
  91446. readonly isBlocking: boolean;
  91447. /**
  91448. * Instantiates a new BaseTexture.
  91449. * Base class of all the textures in babylon.
  91450. * It groups all the common properties the materials, post process, lights... might need
  91451. * in order to make a correct use of the texture.
  91452. * @param scene Define the scene the texture blongs to
  91453. */
  91454. constructor(scene: Nullable<Scene>);
  91455. /**
  91456. * Get the scene the texture belongs to.
  91457. * @returns the scene or null if undefined
  91458. */
  91459. getScene(): Nullable<Scene>;
  91460. /**
  91461. * Get the texture transform matrix used to offset tile the texture for istance.
  91462. * @returns the transformation matrix
  91463. */
  91464. getTextureMatrix(): Matrix;
  91465. /**
  91466. * Get the texture reflection matrix used to rotate/transform the reflection.
  91467. * @returns the reflection matrix
  91468. */
  91469. getReflectionTextureMatrix(): Matrix;
  91470. /**
  91471. * Get the underlying lower level texture from Babylon.
  91472. * @returns the insternal texture
  91473. */
  91474. getInternalTexture(): Nullable<InternalTexture>;
  91475. /**
  91476. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91477. * @returns true if ready or not blocking
  91478. */
  91479. isReadyOrNotBlocking(): boolean;
  91480. /**
  91481. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91482. * @returns true if fully ready
  91483. */
  91484. isReady(): boolean;
  91485. private _cachedSize;
  91486. /**
  91487. * Get the size of the texture.
  91488. * @returns the texture size.
  91489. */
  91490. getSize(): ISize;
  91491. /**
  91492. * Get the base size of the texture.
  91493. * It can be different from the size if the texture has been resized for POT for instance
  91494. * @returns the base size
  91495. */
  91496. getBaseSize(): ISize;
  91497. /**
  91498. * Update the sampling mode of the texture.
  91499. * Default is Trilinear mode.
  91500. *
  91501. * | Value | Type | Description |
  91502. * | ----- | ------------------ | ----------- |
  91503. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91504. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91505. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91506. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91507. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91508. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91509. * | 7 | NEAREST_LINEAR | |
  91510. * | 8 | NEAREST_NEAREST | |
  91511. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91512. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91513. * | 11 | LINEAR_LINEAR | |
  91514. * | 12 | LINEAR_NEAREST | |
  91515. *
  91516. * > _mag_: magnification filter (close to the viewer)
  91517. * > _min_: minification filter (far from the viewer)
  91518. * > _mip_: filter used between mip map levels
  91519. *@param samplingMode Define the new sampling mode of the texture
  91520. */
  91521. updateSamplingMode(samplingMode: number): void;
  91522. /**
  91523. * Scales the texture if is `canRescale()`
  91524. * @param ratio the resize factor we want to use to rescale
  91525. */
  91526. scale(ratio: number): void;
  91527. /**
  91528. * Get if the texture can rescale.
  91529. */
  91530. readonly canRescale: boolean;
  91531. /** @hidden */
  91532. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91533. /** @hidden */
  91534. _rebuild(): void;
  91535. /**
  91536. * Triggers the load sequence in delayed load mode.
  91537. */
  91538. delayLoad(): void;
  91539. /**
  91540. * Clones the texture.
  91541. * @returns the cloned texture
  91542. */
  91543. clone(): Nullable<BaseTexture>;
  91544. /**
  91545. * Get the texture underlying type (INT, FLOAT...)
  91546. */
  91547. readonly textureType: number;
  91548. /**
  91549. * Get the texture underlying format (RGB, RGBA...)
  91550. */
  91551. readonly textureFormat: number;
  91552. /**
  91553. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91554. * This will returns an RGBA array buffer containing either in values (0-255) or
  91555. * float values (0-1) depending of the underlying buffer type.
  91556. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91557. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91558. * @param buffer defines a user defined buffer to fill with data (can be null)
  91559. * @returns The Array buffer containing the pixels data.
  91560. */
  91561. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91562. /**
  91563. * Release and destroy the underlying lower level texture aka internalTexture.
  91564. */
  91565. releaseInternalTexture(): void;
  91566. /**
  91567. * Get the polynomial representation of the texture data.
  91568. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91569. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91570. */
  91571. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91572. /** @hidden */
  91573. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91574. /** @hidden */
  91575. readonly _lodTextureMid: Nullable<BaseTexture>;
  91576. /** @hidden */
  91577. readonly _lodTextureLow: Nullable<BaseTexture>;
  91578. /**
  91579. * Dispose the texture and release its associated resources.
  91580. */
  91581. dispose(): void;
  91582. /**
  91583. * Serialize the texture into a JSON representation that can be parsed later on.
  91584. * @returns the JSON representation of the texture
  91585. */
  91586. serialize(): any;
  91587. /**
  91588. * Helper function to be called back once a list of texture contains only ready textures.
  91589. * @param textures Define the list of textures to wait for
  91590. * @param callback Define the callback triggered once the entire list will be ready
  91591. */
  91592. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91593. }
  91594. }
  91595. declare module BABYLON {
  91596. /**
  91597. * Class used to store data associated with WebGL texture data for the engine
  91598. * This class should not be used directly
  91599. */
  91600. export class InternalTexture {
  91601. /** @hidden */
  91602. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91603. /**
  91604. * The source of the texture data is unknown
  91605. */
  91606. static DATASOURCE_UNKNOWN: number;
  91607. /**
  91608. * Texture data comes from an URL
  91609. */
  91610. static DATASOURCE_URL: number;
  91611. /**
  91612. * Texture data is only used for temporary storage
  91613. */
  91614. static DATASOURCE_TEMP: number;
  91615. /**
  91616. * Texture data comes from raw data (ArrayBuffer)
  91617. */
  91618. static DATASOURCE_RAW: number;
  91619. /**
  91620. * Texture content is dynamic (video or dynamic texture)
  91621. */
  91622. static DATASOURCE_DYNAMIC: number;
  91623. /**
  91624. * Texture content is generated by rendering to it
  91625. */
  91626. static DATASOURCE_RENDERTARGET: number;
  91627. /**
  91628. * Texture content is part of a multi render target process
  91629. */
  91630. static DATASOURCE_MULTIRENDERTARGET: number;
  91631. /**
  91632. * Texture data comes from a cube data file
  91633. */
  91634. static DATASOURCE_CUBE: number;
  91635. /**
  91636. * Texture data comes from a raw cube data
  91637. */
  91638. static DATASOURCE_CUBERAW: number;
  91639. /**
  91640. * Texture data come from a prefiltered cube data file
  91641. */
  91642. static DATASOURCE_CUBEPREFILTERED: number;
  91643. /**
  91644. * Texture content is raw 3D data
  91645. */
  91646. static DATASOURCE_RAW3D: number;
  91647. /**
  91648. * Texture content is a depth texture
  91649. */
  91650. static DATASOURCE_DEPTHTEXTURE: number;
  91651. /**
  91652. * Texture data comes from a raw cube data encoded with RGBD
  91653. */
  91654. static DATASOURCE_CUBERAW_RGBD: number;
  91655. /**
  91656. * Defines if the texture is ready
  91657. */
  91658. isReady: boolean;
  91659. /**
  91660. * Defines if the texture is a cube texture
  91661. */
  91662. isCube: boolean;
  91663. /**
  91664. * Defines if the texture contains 3D data
  91665. */
  91666. is3D: boolean;
  91667. /**
  91668. * Defines if the texture contains multiview data
  91669. */
  91670. isMultiview: boolean;
  91671. /**
  91672. * Gets the URL used to load this texture
  91673. */
  91674. url: string;
  91675. /**
  91676. * Gets the sampling mode of the texture
  91677. */
  91678. samplingMode: number;
  91679. /**
  91680. * Gets a boolean indicating if the texture needs mipmaps generation
  91681. */
  91682. generateMipMaps: boolean;
  91683. /**
  91684. * Gets the number of samples used by the texture (WebGL2+ only)
  91685. */
  91686. samples: number;
  91687. /**
  91688. * Gets the type of the texture (int, float...)
  91689. */
  91690. type: number;
  91691. /**
  91692. * Gets the format of the texture (RGB, RGBA...)
  91693. */
  91694. format: number;
  91695. /**
  91696. * Observable called when the texture is loaded
  91697. */
  91698. onLoadedObservable: Observable<InternalTexture>;
  91699. /**
  91700. * Gets the width of the texture
  91701. */
  91702. width: number;
  91703. /**
  91704. * Gets the height of the texture
  91705. */
  91706. height: number;
  91707. /**
  91708. * Gets the depth of the texture
  91709. */
  91710. depth: number;
  91711. /**
  91712. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91713. */
  91714. baseWidth: number;
  91715. /**
  91716. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91717. */
  91718. baseHeight: number;
  91719. /**
  91720. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91721. */
  91722. baseDepth: number;
  91723. /**
  91724. * Gets a boolean indicating if the texture is inverted on Y axis
  91725. */
  91726. invertY: boolean;
  91727. /** @hidden */
  91728. _invertVScale: boolean;
  91729. /** @hidden */
  91730. _associatedChannel: number;
  91731. /** @hidden */
  91732. _dataSource: number;
  91733. /** @hidden */
  91734. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91735. /** @hidden */
  91736. _bufferView: Nullable<ArrayBufferView>;
  91737. /** @hidden */
  91738. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91739. /** @hidden */
  91740. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91741. /** @hidden */
  91742. _size: number;
  91743. /** @hidden */
  91744. _extension: string;
  91745. /** @hidden */
  91746. _files: Nullable<string[]>;
  91747. /** @hidden */
  91748. _workingCanvas: Nullable<HTMLCanvasElement>;
  91749. /** @hidden */
  91750. _workingContext: Nullable<CanvasRenderingContext2D>;
  91751. /** @hidden */
  91752. _framebuffer: Nullable<WebGLFramebuffer>;
  91753. /** @hidden */
  91754. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91755. /** @hidden */
  91756. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91757. /** @hidden */
  91758. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91759. /** @hidden */
  91760. _attachments: Nullable<number[]>;
  91761. /** @hidden */
  91762. _cachedCoordinatesMode: Nullable<number>;
  91763. /** @hidden */
  91764. _cachedWrapU: Nullable<number>;
  91765. /** @hidden */
  91766. _cachedWrapV: Nullable<number>;
  91767. /** @hidden */
  91768. _cachedWrapR: Nullable<number>;
  91769. /** @hidden */
  91770. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91771. /** @hidden */
  91772. _isDisabled: boolean;
  91773. /** @hidden */
  91774. _compression: Nullable<string>;
  91775. /** @hidden */
  91776. _generateStencilBuffer: boolean;
  91777. /** @hidden */
  91778. _generateDepthBuffer: boolean;
  91779. /** @hidden */
  91780. _comparisonFunction: number;
  91781. /** @hidden */
  91782. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91783. /** @hidden */
  91784. _lodGenerationScale: number;
  91785. /** @hidden */
  91786. _lodGenerationOffset: number;
  91787. /** @hidden */
  91788. _colorTextureArray: Nullable<WebGLTexture>;
  91789. /** @hidden */
  91790. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91791. /** @hidden */
  91792. _lodTextureHigh: Nullable<BaseTexture>;
  91793. /** @hidden */
  91794. _lodTextureMid: Nullable<BaseTexture>;
  91795. /** @hidden */
  91796. _lodTextureLow: Nullable<BaseTexture>;
  91797. /** @hidden */
  91798. _isRGBD: boolean;
  91799. /** @hidden */
  91800. _linearSpecularLOD: boolean;
  91801. /** @hidden */
  91802. _irradianceTexture: Nullable<BaseTexture>;
  91803. /** @hidden */
  91804. _webGLTexture: Nullable<WebGLTexture>;
  91805. /** @hidden */
  91806. _references: number;
  91807. private _engine;
  91808. /**
  91809. * Gets the Engine the texture belongs to.
  91810. * @returns The babylon engine
  91811. */
  91812. getEngine(): Engine;
  91813. /**
  91814. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91815. */
  91816. readonly dataSource: number;
  91817. /**
  91818. * Creates a new InternalTexture
  91819. * @param engine defines the engine to use
  91820. * @param dataSource defines the type of data that will be used
  91821. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91822. */
  91823. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91824. /**
  91825. * Increments the number of references (ie. the number of Texture that point to it)
  91826. */
  91827. incrementReferences(): void;
  91828. /**
  91829. * Change the size of the texture (not the size of the content)
  91830. * @param width defines the new width
  91831. * @param height defines the new height
  91832. * @param depth defines the new depth (1 by default)
  91833. */
  91834. updateSize(width: int, height: int, depth?: int): void;
  91835. /** @hidden */
  91836. _rebuild(): void;
  91837. /** @hidden */
  91838. _swapAndDie(target: InternalTexture): void;
  91839. /**
  91840. * Dispose the current allocated resources
  91841. */
  91842. dispose(): void;
  91843. }
  91844. }
  91845. declare module BABYLON {
  91846. /**
  91847. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91848. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91849. */
  91850. export class EffectFallbacks {
  91851. private _defines;
  91852. private _currentRank;
  91853. private _maxRank;
  91854. private _mesh;
  91855. /**
  91856. * Removes the fallback from the bound mesh.
  91857. */
  91858. unBindMesh(): void;
  91859. /**
  91860. * Adds a fallback on the specified property.
  91861. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91862. * @param define The name of the define in the shader
  91863. */
  91864. addFallback(rank: number, define: string): void;
  91865. /**
  91866. * Sets the mesh to use CPU skinning when needing to fallback.
  91867. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91868. * @param mesh The mesh to use the fallbacks.
  91869. */
  91870. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  91871. /**
  91872. * Checks to see if more fallbacks are still availible.
  91873. */
  91874. readonly isMoreFallbacks: boolean;
  91875. /**
  91876. * Removes the defines that should be removed when falling back.
  91877. * @param currentDefines defines the current define statements for the shader.
  91878. * @param effect defines the current effect we try to compile
  91879. * @returns The resulting defines with defines of the current rank removed.
  91880. */
  91881. reduce(currentDefines: string, effect: Effect): string;
  91882. }
  91883. /**
  91884. * Options to be used when creating an effect.
  91885. */
  91886. export class EffectCreationOptions {
  91887. /**
  91888. * Atrributes that will be used in the shader.
  91889. */
  91890. attributes: string[];
  91891. /**
  91892. * Uniform varible names that will be set in the shader.
  91893. */
  91894. uniformsNames: string[];
  91895. /**
  91896. * Uniform buffer varible names that will be set in the shader.
  91897. */
  91898. uniformBuffersNames: string[];
  91899. /**
  91900. * Sampler texture variable names that will be set in the shader.
  91901. */
  91902. samplers: string[];
  91903. /**
  91904. * Define statements that will be set in the shader.
  91905. */
  91906. defines: any;
  91907. /**
  91908. * Possible fallbacks for this effect to improve performance when needed.
  91909. */
  91910. fallbacks: Nullable<EffectFallbacks>;
  91911. /**
  91912. * Callback that will be called when the shader is compiled.
  91913. */
  91914. onCompiled: Nullable<(effect: Effect) => void>;
  91915. /**
  91916. * Callback that will be called if an error occurs during shader compilation.
  91917. */
  91918. onError: Nullable<(effect: Effect, errors: string) => void>;
  91919. /**
  91920. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91921. */
  91922. indexParameters: any;
  91923. /**
  91924. * Max number of lights that can be used in the shader.
  91925. */
  91926. maxSimultaneousLights: number;
  91927. /**
  91928. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  91929. */
  91930. transformFeedbackVaryings: Nullable<string[]>;
  91931. }
  91932. /**
  91933. * Effect containing vertex and fragment shader that can be executed on an object.
  91934. */
  91935. export class Effect implements IDisposable {
  91936. /**
  91937. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  91938. */
  91939. static ShadersRepository: string;
  91940. /**
  91941. * Name of the effect.
  91942. */
  91943. name: any;
  91944. /**
  91945. * String container all the define statements that should be set on the shader.
  91946. */
  91947. defines: string;
  91948. /**
  91949. * Callback that will be called when the shader is compiled.
  91950. */
  91951. onCompiled: Nullable<(effect: Effect) => void>;
  91952. /**
  91953. * Callback that will be called if an error occurs during shader compilation.
  91954. */
  91955. onError: Nullable<(effect: Effect, errors: string) => void>;
  91956. /**
  91957. * Callback that will be called when effect is bound.
  91958. */
  91959. onBind: Nullable<(effect: Effect) => void>;
  91960. /**
  91961. * Unique ID of the effect.
  91962. */
  91963. uniqueId: number;
  91964. /**
  91965. * Observable that will be called when the shader is compiled.
  91966. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  91967. */
  91968. onCompileObservable: Observable<Effect>;
  91969. /**
  91970. * Observable that will be called if an error occurs during shader compilation.
  91971. */
  91972. onErrorObservable: Observable<Effect>;
  91973. /** @hidden */
  91974. _onBindObservable: Nullable<Observable<Effect>>;
  91975. /**
  91976. * Observable that will be called when effect is bound.
  91977. */
  91978. readonly onBindObservable: Observable<Effect>;
  91979. /** @hidden */
  91980. _bonesComputationForcedToCPU: boolean;
  91981. private static _uniqueIdSeed;
  91982. private _engine;
  91983. private _uniformBuffersNames;
  91984. private _uniformsNames;
  91985. private _samplerList;
  91986. private _samplers;
  91987. private _isReady;
  91988. private _compilationError;
  91989. private _attributesNames;
  91990. private _attributes;
  91991. private _uniforms;
  91992. /**
  91993. * Key for the effect.
  91994. * @hidden
  91995. */
  91996. _key: string;
  91997. private _indexParameters;
  91998. private _fallbacks;
  91999. private _vertexSourceCode;
  92000. private _fragmentSourceCode;
  92001. private _vertexSourceCodeOverride;
  92002. private _fragmentSourceCodeOverride;
  92003. private _transformFeedbackVaryings;
  92004. /**
  92005. * Compiled shader to webGL program.
  92006. * @hidden
  92007. */
  92008. _pipelineContext: Nullable<IPipelineContext>;
  92009. private _valueCache;
  92010. private static _baseCache;
  92011. /**
  92012. * Instantiates an effect.
  92013. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92014. * @param baseName Name of the effect.
  92015. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92016. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92017. * @param samplers List of sampler variables that will be passed to the shader.
  92018. * @param engine Engine to be used to render the effect
  92019. * @param defines Define statements to be added to the shader.
  92020. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92021. * @param onCompiled Callback that will be called when the shader is compiled.
  92022. * @param onError Callback that will be called if an error occurs during shader compilation.
  92023. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92024. */
  92025. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  92026. private _useFinalCode;
  92027. /**
  92028. * Unique key for this effect
  92029. */
  92030. readonly key: string;
  92031. /**
  92032. * If the effect has been compiled and prepared.
  92033. * @returns if the effect is compiled and prepared.
  92034. */
  92035. isReady(): boolean;
  92036. /**
  92037. * The engine the effect was initialized with.
  92038. * @returns the engine.
  92039. */
  92040. getEngine(): Engine;
  92041. /**
  92042. * The pipeline context for this effect
  92043. * @returns the associated pipeline context
  92044. */
  92045. getPipelineContext(): Nullable<IPipelineContext>;
  92046. /**
  92047. * The set of names of attribute variables for the shader.
  92048. * @returns An array of attribute names.
  92049. */
  92050. getAttributesNames(): string[];
  92051. /**
  92052. * Returns the attribute at the given index.
  92053. * @param index The index of the attribute.
  92054. * @returns The location of the attribute.
  92055. */
  92056. getAttributeLocation(index: number): number;
  92057. /**
  92058. * Returns the attribute based on the name of the variable.
  92059. * @param name of the attribute to look up.
  92060. * @returns the attribute location.
  92061. */
  92062. getAttributeLocationByName(name: string): number;
  92063. /**
  92064. * The number of attributes.
  92065. * @returns the numnber of attributes.
  92066. */
  92067. getAttributesCount(): number;
  92068. /**
  92069. * Gets the index of a uniform variable.
  92070. * @param uniformName of the uniform to look up.
  92071. * @returns the index.
  92072. */
  92073. getUniformIndex(uniformName: string): number;
  92074. /**
  92075. * Returns the attribute based on the name of the variable.
  92076. * @param uniformName of the uniform to look up.
  92077. * @returns the location of the uniform.
  92078. */
  92079. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92080. /**
  92081. * Returns an array of sampler variable names
  92082. * @returns The array of sampler variable neames.
  92083. */
  92084. getSamplers(): string[];
  92085. /**
  92086. * The error from the last compilation.
  92087. * @returns the error string.
  92088. */
  92089. getCompilationError(): string;
  92090. /**
  92091. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92092. * @param func The callback to be used.
  92093. */
  92094. executeWhenCompiled(func: (effect: Effect) => void): void;
  92095. private _checkIsReady;
  92096. /** @hidden */
  92097. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92098. /** @hidden */
  92099. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92100. /** @hidden */
  92101. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92102. /**
  92103. * Recompiles the webGL program
  92104. * @param vertexSourceCode The source code for the vertex shader.
  92105. * @param fragmentSourceCode The source code for the fragment shader.
  92106. * @param onCompiled Callback called when completed.
  92107. * @param onError Callback called on error.
  92108. * @hidden
  92109. */
  92110. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92111. /**
  92112. * Prepares the effect
  92113. * @hidden
  92114. */
  92115. _prepareEffect(): void;
  92116. /**
  92117. * Checks if the effect is supported. (Must be called after compilation)
  92118. */
  92119. readonly isSupported: boolean;
  92120. /**
  92121. * Binds a texture to the engine to be used as output of the shader.
  92122. * @param channel Name of the output variable.
  92123. * @param texture Texture to bind.
  92124. * @hidden
  92125. */
  92126. _bindTexture(channel: string, texture: InternalTexture): void;
  92127. /**
  92128. * Sets a texture on the engine to be used in the shader.
  92129. * @param channel Name of the sampler variable.
  92130. * @param texture Texture to set.
  92131. */
  92132. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92133. /**
  92134. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92135. * @param channel Name of the sampler variable.
  92136. * @param texture Texture to set.
  92137. */
  92138. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92139. /**
  92140. * Sets an array of textures on the engine to be used in the shader.
  92141. * @param channel Name of the variable.
  92142. * @param textures Textures to set.
  92143. */
  92144. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92145. /**
  92146. * 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)
  92147. * @param channel Name of the sampler variable.
  92148. * @param postProcess Post process to get the input texture from.
  92149. */
  92150. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92151. /**
  92152. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92153. * 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)
  92154. * @param channel Name of the sampler variable.
  92155. * @param postProcess Post process to get the output texture from.
  92156. */
  92157. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92158. /** @hidden */
  92159. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92160. /** @hidden */
  92161. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92162. /** @hidden */
  92163. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92164. /** @hidden */
  92165. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92166. /**
  92167. * Binds a buffer to a uniform.
  92168. * @param buffer Buffer to bind.
  92169. * @param name Name of the uniform variable to bind to.
  92170. */
  92171. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92172. /**
  92173. * Binds block to a uniform.
  92174. * @param blockName Name of the block to bind.
  92175. * @param index Index to bind.
  92176. */
  92177. bindUniformBlock(blockName: string, index: number): void;
  92178. /**
  92179. * Sets an interger value on a uniform variable.
  92180. * @param uniformName Name of the variable.
  92181. * @param value Value to be set.
  92182. * @returns this effect.
  92183. */
  92184. setInt(uniformName: string, value: number): Effect;
  92185. /**
  92186. * Sets an int array on a uniform variable.
  92187. * @param uniformName Name of the variable.
  92188. * @param array array to be set.
  92189. * @returns this effect.
  92190. */
  92191. setIntArray(uniformName: string, array: Int32Array): Effect;
  92192. /**
  92193. * 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)
  92194. * @param uniformName Name of the variable.
  92195. * @param array array to be set.
  92196. * @returns this effect.
  92197. */
  92198. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92199. /**
  92200. * 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)
  92201. * @param uniformName Name of the variable.
  92202. * @param array array to be set.
  92203. * @returns this effect.
  92204. */
  92205. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92206. /**
  92207. * 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)
  92208. * @param uniformName Name of the variable.
  92209. * @param array array to be set.
  92210. * @returns this effect.
  92211. */
  92212. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92213. /**
  92214. * Sets an float array on a uniform variable.
  92215. * @param uniformName Name of the variable.
  92216. * @param array array to be set.
  92217. * @returns this effect.
  92218. */
  92219. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92220. /**
  92221. * 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)
  92222. * @param uniformName Name of the variable.
  92223. * @param array array to be set.
  92224. * @returns this effect.
  92225. */
  92226. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92227. /**
  92228. * 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)
  92229. * @param uniformName Name of the variable.
  92230. * @param array array to be set.
  92231. * @returns this effect.
  92232. */
  92233. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92234. /**
  92235. * 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)
  92236. * @param uniformName Name of the variable.
  92237. * @param array array to be set.
  92238. * @returns this effect.
  92239. */
  92240. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92241. /**
  92242. * Sets an array on a uniform variable.
  92243. * @param uniformName Name of the variable.
  92244. * @param array array to be set.
  92245. * @returns this effect.
  92246. */
  92247. setArray(uniformName: string, array: number[]): Effect;
  92248. /**
  92249. * 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)
  92250. * @param uniformName Name of the variable.
  92251. * @param array array to be set.
  92252. * @returns this effect.
  92253. */
  92254. setArray2(uniformName: string, array: number[]): Effect;
  92255. /**
  92256. * 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)
  92257. * @param uniformName Name of the variable.
  92258. * @param array array to be set.
  92259. * @returns this effect.
  92260. */
  92261. setArray3(uniformName: string, array: number[]): Effect;
  92262. /**
  92263. * 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)
  92264. * @param uniformName Name of the variable.
  92265. * @param array array to be set.
  92266. * @returns this effect.
  92267. */
  92268. setArray4(uniformName: string, array: number[]): Effect;
  92269. /**
  92270. * Sets matrices on a uniform variable.
  92271. * @param uniformName Name of the variable.
  92272. * @param matrices matrices to be set.
  92273. * @returns this effect.
  92274. */
  92275. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92276. /**
  92277. * Sets matrix on a uniform variable.
  92278. * @param uniformName Name of the variable.
  92279. * @param matrix matrix to be set.
  92280. * @returns this effect.
  92281. */
  92282. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92283. /**
  92284. * 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)
  92285. * @param uniformName Name of the variable.
  92286. * @param matrix matrix to be set.
  92287. * @returns this effect.
  92288. */
  92289. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92290. /**
  92291. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92292. * @param uniformName Name of the variable.
  92293. * @param matrix matrix to be set.
  92294. * @returns this effect.
  92295. */
  92296. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92297. /**
  92298. * Sets a float on a uniform variable.
  92299. * @param uniformName Name of the variable.
  92300. * @param value value to be set.
  92301. * @returns this effect.
  92302. */
  92303. setFloat(uniformName: string, value: number): Effect;
  92304. /**
  92305. * Sets a boolean on a uniform variable.
  92306. * @param uniformName Name of the variable.
  92307. * @param bool value to be set.
  92308. * @returns this effect.
  92309. */
  92310. setBool(uniformName: string, bool: boolean): Effect;
  92311. /**
  92312. * Sets a Vector2 on a uniform variable.
  92313. * @param uniformName Name of the variable.
  92314. * @param vector2 vector2 to be set.
  92315. * @returns this effect.
  92316. */
  92317. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92318. /**
  92319. * Sets a float2 on a uniform variable.
  92320. * @param uniformName Name of the variable.
  92321. * @param x First float in float2.
  92322. * @param y Second float in float2.
  92323. * @returns this effect.
  92324. */
  92325. setFloat2(uniformName: string, x: number, y: number): Effect;
  92326. /**
  92327. * Sets a Vector3 on a uniform variable.
  92328. * @param uniformName Name of the variable.
  92329. * @param vector3 Value to be set.
  92330. * @returns this effect.
  92331. */
  92332. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92333. /**
  92334. * Sets a float3 on a uniform variable.
  92335. * @param uniformName Name of the variable.
  92336. * @param x First float in float3.
  92337. * @param y Second float in float3.
  92338. * @param z Third float in float3.
  92339. * @returns this effect.
  92340. */
  92341. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92342. /**
  92343. * Sets a Vector4 on a uniform variable.
  92344. * @param uniformName Name of the variable.
  92345. * @param vector4 Value to be set.
  92346. * @returns this effect.
  92347. */
  92348. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92349. /**
  92350. * Sets a float4 on a uniform variable.
  92351. * @param uniformName Name of the variable.
  92352. * @param x First float in float4.
  92353. * @param y Second float in float4.
  92354. * @param z Third float in float4.
  92355. * @param w Fourth float in float4.
  92356. * @returns this effect.
  92357. */
  92358. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92359. /**
  92360. * Sets a Color3 on a uniform variable.
  92361. * @param uniformName Name of the variable.
  92362. * @param color3 Value to be set.
  92363. * @returns this effect.
  92364. */
  92365. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92366. /**
  92367. * Sets a Color4 on a uniform variable.
  92368. * @param uniformName Name of the variable.
  92369. * @param color3 Value to be set.
  92370. * @param alpha Alpha value to be set.
  92371. * @returns this effect.
  92372. */
  92373. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92374. /**
  92375. * Sets a Color4 on a uniform variable
  92376. * @param uniformName defines the name of the variable
  92377. * @param color4 defines the value to be set
  92378. * @returns this effect.
  92379. */
  92380. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92381. /** Release all associated resources */
  92382. dispose(): void;
  92383. /**
  92384. * This function will add a new shader to the shader store
  92385. * @param name the name of the shader
  92386. * @param pixelShader optional pixel shader content
  92387. * @param vertexShader optional vertex shader content
  92388. */
  92389. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92390. /**
  92391. * Store of each shader (The can be looked up using effect.key)
  92392. */
  92393. static ShadersStore: {
  92394. [key: string]: string;
  92395. };
  92396. /**
  92397. * Store of each included file for a shader (The can be looked up using effect.key)
  92398. */
  92399. static IncludesShadersStore: {
  92400. [key: string]: string;
  92401. };
  92402. /**
  92403. * Resets the cache of effects.
  92404. */
  92405. static ResetCache(): void;
  92406. }
  92407. }
  92408. declare module BABYLON {
  92409. /**
  92410. * Uniform buffer objects.
  92411. *
  92412. * Handles blocks of uniform on the GPU.
  92413. *
  92414. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92415. *
  92416. * For more information, please refer to :
  92417. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92418. */
  92419. export class UniformBuffer {
  92420. private _engine;
  92421. private _buffer;
  92422. private _data;
  92423. private _bufferData;
  92424. private _dynamic?;
  92425. private _uniformLocations;
  92426. private _uniformSizes;
  92427. private _uniformLocationPointer;
  92428. private _needSync;
  92429. private _noUBO;
  92430. private _currentEffect;
  92431. private static _MAX_UNIFORM_SIZE;
  92432. private static _tempBuffer;
  92433. /**
  92434. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92435. * This is dynamic to allow compat with webgl 1 and 2.
  92436. * You will need to pass the name of the uniform as well as the value.
  92437. */
  92438. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92439. /**
  92440. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92441. * This is dynamic to allow compat with webgl 1 and 2.
  92442. * You will need to pass the name of the uniform as well as the value.
  92443. */
  92444. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92445. /**
  92446. * Lambda to Update a single float in a uniform buffer.
  92447. * This is dynamic to allow compat with webgl 1 and 2.
  92448. * You will need to pass the name of the uniform as well as the value.
  92449. */
  92450. updateFloat: (name: string, x: number) => void;
  92451. /**
  92452. * Lambda to Update a vec2 of float in a uniform buffer.
  92453. * This is dynamic to allow compat with webgl 1 and 2.
  92454. * You will need to pass the name of the uniform as well as the value.
  92455. */
  92456. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92457. /**
  92458. * Lambda to Update a vec3 of float in a uniform buffer.
  92459. * This is dynamic to allow compat with webgl 1 and 2.
  92460. * You will need to pass the name of the uniform as well as the value.
  92461. */
  92462. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92463. /**
  92464. * Lambda to Update a vec4 of float in a uniform buffer.
  92465. * This is dynamic to allow compat with webgl 1 and 2.
  92466. * You will need to pass the name of the uniform as well as the value.
  92467. */
  92468. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92469. /**
  92470. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92471. * This is dynamic to allow compat with webgl 1 and 2.
  92472. * You will need to pass the name of the uniform as well as the value.
  92473. */
  92474. updateMatrix: (name: string, mat: Matrix) => void;
  92475. /**
  92476. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92477. * This is dynamic to allow compat with webgl 1 and 2.
  92478. * You will need to pass the name of the uniform as well as the value.
  92479. */
  92480. updateVector3: (name: string, vector: Vector3) => void;
  92481. /**
  92482. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92483. * This is dynamic to allow compat with webgl 1 and 2.
  92484. * You will need to pass the name of the uniform as well as the value.
  92485. */
  92486. updateVector4: (name: string, vector: Vector4) => void;
  92487. /**
  92488. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92489. * This is dynamic to allow compat with webgl 1 and 2.
  92490. * You will need to pass the name of the uniform as well as the value.
  92491. */
  92492. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92493. /**
  92494. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92495. * This is dynamic to allow compat with webgl 1 and 2.
  92496. * You will need to pass the name of the uniform as well as the value.
  92497. */
  92498. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92499. /**
  92500. * Instantiates a new Uniform buffer objects.
  92501. *
  92502. * Handles blocks of uniform on the GPU.
  92503. *
  92504. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92505. *
  92506. * For more information, please refer to :
  92507. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92508. * @param engine Define the engine the buffer is associated with
  92509. * @param data Define the data contained in the buffer
  92510. * @param dynamic Define if the buffer is updatable
  92511. */
  92512. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92513. /**
  92514. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92515. * or just falling back on setUniformXXX calls.
  92516. */
  92517. readonly useUbo: boolean;
  92518. /**
  92519. * Indicates if the WebGL underlying uniform buffer is in sync
  92520. * with the javascript cache data.
  92521. */
  92522. readonly isSync: boolean;
  92523. /**
  92524. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92525. * Also, a dynamic UniformBuffer will disable cache verification and always
  92526. * update the underlying WebGL uniform buffer to the GPU.
  92527. * @returns if Dynamic, otherwise false
  92528. */
  92529. isDynamic(): boolean;
  92530. /**
  92531. * The data cache on JS side.
  92532. * @returns the underlying data as a float array
  92533. */
  92534. getData(): Float32Array;
  92535. /**
  92536. * The underlying WebGL Uniform buffer.
  92537. * @returns the webgl buffer
  92538. */
  92539. getBuffer(): Nullable<DataBuffer>;
  92540. /**
  92541. * std140 layout specifies how to align data within an UBO structure.
  92542. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92543. * for specs.
  92544. */
  92545. private _fillAlignment;
  92546. /**
  92547. * Adds an uniform in the buffer.
  92548. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92549. * for the layout to be correct !
  92550. * @param name Name of the uniform, as used in the uniform block in the shader.
  92551. * @param size Data size, or data directly.
  92552. */
  92553. addUniform(name: string, size: number | number[]): void;
  92554. /**
  92555. * Adds a Matrix 4x4 to the uniform buffer.
  92556. * @param name Name of the uniform, as used in the uniform block in the shader.
  92557. * @param mat A 4x4 matrix.
  92558. */
  92559. addMatrix(name: string, mat: Matrix): void;
  92560. /**
  92561. * Adds a vec2 to the uniform buffer.
  92562. * @param name Name of the uniform, as used in the uniform block in the shader.
  92563. * @param x Define the x component value of the vec2
  92564. * @param y Define the y component value of the vec2
  92565. */
  92566. addFloat2(name: string, x: number, y: number): void;
  92567. /**
  92568. * Adds a vec3 to the uniform buffer.
  92569. * @param name Name of the uniform, as used in the uniform block in the shader.
  92570. * @param x Define the x component value of the vec3
  92571. * @param y Define the y component value of the vec3
  92572. * @param z Define the z component value of the vec3
  92573. */
  92574. addFloat3(name: string, x: number, y: number, z: number): void;
  92575. /**
  92576. * Adds a vec3 to the uniform buffer.
  92577. * @param name Name of the uniform, as used in the uniform block in the shader.
  92578. * @param color Define the vec3 from a Color
  92579. */
  92580. addColor3(name: string, color: Color3): void;
  92581. /**
  92582. * Adds a vec4 to the uniform buffer.
  92583. * @param name Name of the uniform, as used in the uniform block in the shader.
  92584. * @param color Define the rgb components from a Color
  92585. * @param alpha Define the a component of the vec4
  92586. */
  92587. addColor4(name: string, color: Color3, alpha: number): void;
  92588. /**
  92589. * Adds a vec3 to the uniform buffer.
  92590. * @param name Name of the uniform, as used in the uniform block in the shader.
  92591. * @param vector Define the vec3 components from a Vector
  92592. */
  92593. addVector3(name: string, vector: Vector3): void;
  92594. /**
  92595. * Adds a Matrix 3x3 to the uniform buffer.
  92596. * @param name Name of the uniform, as used in the uniform block in the shader.
  92597. */
  92598. addMatrix3x3(name: string): void;
  92599. /**
  92600. * Adds a Matrix 2x2 to the uniform buffer.
  92601. * @param name Name of the uniform, as used in the uniform block in the shader.
  92602. */
  92603. addMatrix2x2(name: string): void;
  92604. /**
  92605. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92606. */
  92607. create(): void;
  92608. /** @hidden */
  92609. _rebuild(): void;
  92610. /**
  92611. * Updates the WebGL Uniform Buffer on the GPU.
  92612. * If the `dynamic` flag is set to true, no cache comparison is done.
  92613. * Otherwise, the buffer will be updated only if the cache differs.
  92614. */
  92615. update(): void;
  92616. /**
  92617. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92618. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92619. * @param data Define the flattened data
  92620. * @param size Define the size of the data.
  92621. */
  92622. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92623. private _updateMatrix3x3ForUniform;
  92624. private _updateMatrix3x3ForEffect;
  92625. private _updateMatrix2x2ForEffect;
  92626. private _updateMatrix2x2ForUniform;
  92627. private _updateFloatForEffect;
  92628. private _updateFloatForUniform;
  92629. private _updateFloat2ForEffect;
  92630. private _updateFloat2ForUniform;
  92631. private _updateFloat3ForEffect;
  92632. private _updateFloat3ForUniform;
  92633. private _updateFloat4ForEffect;
  92634. private _updateFloat4ForUniform;
  92635. private _updateMatrixForEffect;
  92636. private _updateMatrixForUniform;
  92637. private _updateVector3ForEffect;
  92638. private _updateVector3ForUniform;
  92639. private _updateVector4ForEffect;
  92640. private _updateVector4ForUniform;
  92641. private _updateColor3ForEffect;
  92642. private _updateColor3ForUniform;
  92643. private _updateColor4ForEffect;
  92644. private _updateColor4ForUniform;
  92645. /**
  92646. * Sets a sampler uniform on the effect.
  92647. * @param name Define the name of the sampler.
  92648. * @param texture Define the texture to set in the sampler
  92649. */
  92650. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92651. /**
  92652. * Directly updates the value of the uniform in the cache AND on the GPU.
  92653. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92654. * @param data Define the flattened data
  92655. */
  92656. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92657. /**
  92658. * Binds this uniform buffer to an effect.
  92659. * @param effect Define the effect to bind the buffer to
  92660. * @param name Name of the uniform block in the shader.
  92661. */
  92662. bindToEffect(effect: Effect, name: string): void;
  92663. /**
  92664. * Disposes the uniform buffer.
  92665. */
  92666. dispose(): void;
  92667. }
  92668. }
  92669. declare module BABYLON {
  92670. /**
  92671. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92672. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92673. */
  92674. export class Analyser {
  92675. /**
  92676. * Gets or sets the smoothing
  92677. * @ignorenaming
  92678. */
  92679. SMOOTHING: number;
  92680. /**
  92681. * Gets or sets the FFT table size
  92682. * @ignorenaming
  92683. */
  92684. FFT_SIZE: number;
  92685. /**
  92686. * Gets or sets the bar graph amplitude
  92687. * @ignorenaming
  92688. */
  92689. BARGRAPHAMPLITUDE: number;
  92690. /**
  92691. * Gets or sets the position of the debug canvas
  92692. * @ignorenaming
  92693. */
  92694. DEBUGCANVASPOS: {
  92695. x: number;
  92696. y: number;
  92697. };
  92698. /**
  92699. * Gets or sets the debug canvas size
  92700. * @ignorenaming
  92701. */
  92702. DEBUGCANVASSIZE: {
  92703. width: number;
  92704. height: number;
  92705. };
  92706. private _byteFreqs;
  92707. private _byteTime;
  92708. private _floatFreqs;
  92709. private _webAudioAnalyser;
  92710. private _debugCanvas;
  92711. private _debugCanvasContext;
  92712. private _scene;
  92713. private _registerFunc;
  92714. private _audioEngine;
  92715. /**
  92716. * Creates a new analyser
  92717. * @param scene defines hosting scene
  92718. */
  92719. constructor(scene: Scene);
  92720. /**
  92721. * Get the number of data values you will have to play with for the visualization
  92722. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92723. * @returns a number
  92724. */
  92725. getFrequencyBinCount(): number;
  92726. /**
  92727. * Gets the current frequency data as a byte array
  92728. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92729. * @returns a Uint8Array
  92730. */
  92731. getByteFrequencyData(): Uint8Array;
  92732. /**
  92733. * Gets the current waveform as a byte array
  92734. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92735. * @returns a Uint8Array
  92736. */
  92737. getByteTimeDomainData(): Uint8Array;
  92738. /**
  92739. * Gets the current frequency data as a float array
  92740. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92741. * @returns a Float32Array
  92742. */
  92743. getFloatFrequencyData(): Float32Array;
  92744. /**
  92745. * Renders the debug canvas
  92746. */
  92747. drawDebugCanvas(): void;
  92748. /**
  92749. * Stops rendering the debug canvas and removes it
  92750. */
  92751. stopDebugCanvas(): void;
  92752. /**
  92753. * Connects two audio nodes
  92754. * @param inputAudioNode defines first node to connect
  92755. * @param outputAudioNode defines second node to connect
  92756. */
  92757. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92758. /**
  92759. * Releases all associated resources
  92760. */
  92761. dispose(): void;
  92762. }
  92763. }
  92764. declare module BABYLON {
  92765. /**
  92766. * This represents an audio engine and it is responsible
  92767. * to play, synchronize and analyse sounds throughout the application.
  92768. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92769. */
  92770. export interface IAudioEngine extends IDisposable {
  92771. /**
  92772. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92773. */
  92774. readonly canUseWebAudio: boolean;
  92775. /**
  92776. * Gets the current AudioContext if available.
  92777. */
  92778. readonly audioContext: Nullable<AudioContext>;
  92779. /**
  92780. * The master gain node defines the global audio volume of your audio engine.
  92781. */
  92782. readonly masterGain: GainNode;
  92783. /**
  92784. * Gets whether or not mp3 are supported by your browser.
  92785. */
  92786. readonly isMP3supported: boolean;
  92787. /**
  92788. * Gets whether or not ogg are supported by your browser.
  92789. */
  92790. readonly isOGGsupported: boolean;
  92791. /**
  92792. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92793. * @ignoreNaming
  92794. */
  92795. WarnedWebAudioUnsupported: boolean;
  92796. /**
  92797. * Defines if the audio engine relies on a custom unlocked button.
  92798. * In this case, the embedded button will not be displayed.
  92799. */
  92800. useCustomUnlockedButton: boolean;
  92801. /**
  92802. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92803. */
  92804. readonly unlocked: boolean;
  92805. /**
  92806. * Event raised when audio has been unlocked on the browser.
  92807. */
  92808. onAudioUnlockedObservable: Observable<AudioEngine>;
  92809. /**
  92810. * Event raised when audio has been locked on the browser.
  92811. */
  92812. onAudioLockedObservable: Observable<AudioEngine>;
  92813. /**
  92814. * Flags the audio engine in Locked state.
  92815. * This happens due to new browser policies preventing audio to autoplay.
  92816. */
  92817. lock(): void;
  92818. /**
  92819. * Unlocks the audio engine once a user action has been done on the dom.
  92820. * This is helpful to resume play once browser policies have been satisfied.
  92821. */
  92822. unlock(): void;
  92823. }
  92824. /**
  92825. * This represents the default audio engine used in babylon.
  92826. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92827. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92828. */
  92829. export class AudioEngine implements IAudioEngine {
  92830. private _audioContext;
  92831. private _audioContextInitialized;
  92832. private _muteButton;
  92833. private _hostElement;
  92834. /**
  92835. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92836. */
  92837. canUseWebAudio: boolean;
  92838. /**
  92839. * The master gain node defines the global audio volume of your audio engine.
  92840. */
  92841. masterGain: GainNode;
  92842. /**
  92843. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92844. * @ignoreNaming
  92845. */
  92846. WarnedWebAudioUnsupported: boolean;
  92847. /**
  92848. * Gets whether or not mp3 are supported by your browser.
  92849. */
  92850. isMP3supported: boolean;
  92851. /**
  92852. * Gets whether or not ogg are supported by your browser.
  92853. */
  92854. isOGGsupported: boolean;
  92855. /**
  92856. * Gets whether audio has been unlocked on the device.
  92857. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92858. * a user interaction has happened.
  92859. */
  92860. unlocked: boolean;
  92861. /**
  92862. * Defines if the audio engine relies on a custom unlocked button.
  92863. * In this case, the embedded button will not be displayed.
  92864. */
  92865. useCustomUnlockedButton: boolean;
  92866. /**
  92867. * Event raised when audio has been unlocked on the browser.
  92868. */
  92869. onAudioUnlockedObservable: Observable<AudioEngine>;
  92870. /**
  92871. * Event raised when audio has been locked on the browser.
  92872. */
  92873. onAudioLockedObservable: Observable<AudioEngine>;
  92874. /**
  92875. * Gets the current AudioContext if available.
  92876. */
  92877. readonly audioContext: Nullable<AudioContext>;
  92878. private _connectedAnalyser;
  92879. /**
  92880. * Instantiates a new audio engine.
  92881. *
  92882. * There should be only one per page as some browsers restrict the number
  92883. * of audio contexts you can create.
  92884. * @param hostElement defines the host element where to display the mute icon if necessary
  92885. */
  92886. constructor(hostElement?: Nullable<HTMLElement>);
  92887. /**
  92888. * Flags the audio engine in Locked state.
  92889. * This happens due to new browser policies preventing audio to autoplay.
  92890. */
  92891. lock(): void;
  92892. /**
  92893. * Unlocks the audio engine once a user action has been done on the dom.
  92894. * This is helpful to resume play once browser policies have been satisfied.
  92895. */
  92896. unlock(): void;
  92897. private _resumeAudioContext;
  92898. private _initializeAudioContext;
  92899. private _tryToRun;
  92900. private _triggerRunningState;
  92901. private _triggerSuspendedState;
  92902. private _displayMuteButton;
  92903. private _moveButtonToTopLeft;
  92904. private _onResize;
  92905. private _hideMuteButton;
  92906. /**
  92907. * Destroy and release the resources associated with the audio ccontext.
  92908. */
  92909. dispose(): void;
  92910. /**
  92911. * Gets the global volume sets on the master gain.
  92912. * @returns the global volume if set or -1 otherwise
  92913. */
  92914. getGlobalVolume(): number;
  92915. /**
  92916. * Sets the global volume of your experience (sets on the master gain).
  92917. * @param newVolume Defines the new global volume of the application
  92918. */
  92919. setGlobalVolume(newVolume: number): void;
  92920. /**
  92921. * Connect the audio engine to an audio analyser allowing some amazing
  92922. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  92923. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  92924. * @param analyser The analyser to connect to the engine
  92925. */
  92926. connectToAnalyser(analyser: Analyser): void;
  92927. }
  92928. }
  92929. declare module BABYLON {
  92930. /**
  92931. * Interface used to present a loading screen while loading a scene
  92932. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92933. */
  92934. export interface ILoadingScreen {
  92935. /**
  92936. * Function called to display the loading screen
  92937. */
  92938. displayLoadingUI: () => void;
  92939. /**
  92940. * Function called to hide the loading screen
  92941. */
  92942. hideLoadingUI: () => void;
  92943. /**
  92944. * Gets or sets the color to use for the background
  92945. */
  92946. loadingUIBackgroundColor: string;
  92947. /**
  92948. * Gets or sets the text to display while loading
  92949. */
  92950. loadingUIText: string;
  92951. }
  92952. /**
  92953. * Class used for the default loading screen
  92954. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92955. */
  92956. export class DefaultLoadingScreen implements ILoadingScreen {
  92957. private _renderingCanvas;
  92958. private _loadingText;
  92959. private _loadingDivBackgroundColor;
  92960. private _loadingDiv;
  92961. private _loadingTextDiv;
  92962. /** Gets or sets the logo url to use for the default loading screen */
  92963. static DefaultLogoUrl: string;
  92964. /** Gets or sets the spinner url to use for the default loading screen */
  92965. static DefaultSpinnerUrl: string;
  92966. /**
  92967. * Creates a new default loading screen
  92968. * @param _renderingCanvas defines the canvas used to render the scene
  92969. * @param _loadingText defines the default text to display
  92970. * @param _loadingDivBackgroundColor defines the default background color
  92971. */
  92972. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  92973. /**
  92974. * Function called to display the loading screen
  92975. */
  92976. displayLoadingUI(): void;
  92977. /**
  92978. * Function called to hide the loading screen
  92979. */
  92980. hideLoadingUI(): void;
  92981. /**
  92982. * Gets or sets the text to display while loading
  92983. */
  92984. loadingUIText: string;
  92985. /**
  92986. * Gets or sets the color to use for the background
  92987. */
  92988. loadingUIBackgroundColor: string;
  92989. private _resizeLoadingUI;
  92990. }
  92991. }
  92992. declare module BABYLON {
  92993. /** @hidden */
  92994. export class WebGLPipelineContext implements IPipelineContext {
  92995. engine: Engine;
  92996. program: Nullable<WebGLProgram>;
  92997. context?: WebGLRenderingContext;
  92998. vertexShader?: WebGLShader;
  92999. fragmentShader?: WebGLShader;
  93000. isParallelCompiled: boolean;
  93001. onCompiled?: () => void;
  93002. transformFeedback?: WebGLTransformFeedback | null;
  93003. readonly isAsync: boolean;
  93004. readonly isReady: boolean;
  93005. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93006. }
  93007. }
  93008. declare module BABYLON {
  93009. /** @hidden */
  93010. export class WebGLDataBuffer extends DataBuffer {
  93011. private _buffer;
  93012. constructor(resource: WebGLBuffer);
  93013. readonly underlyingResource: any;
  93014. }
  93015. }
  93016. declare module BABYLON {
  93017. /** @hidden */
  93018. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93019. attributeProcessor(attribute: string): string;
  93020. varyingProcessor(varying: string, isFragment: boolean): string;
  93021. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93022. }
  93023. }
  93024. declare module BABYLON {
  93025. /**
  93026. * This class is used to track a performance counter which is number based.
  93027. * The user has access to many properties which give statistics of different nature.
  93028. *
  93029. * The implementer can track two kinds of Performance Counter: time and count.
  93030. * 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.
  93031. * 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.
  93032. */
  93033. export class PerfCounter {
  93034. /**
  93035. * Gets or sets a global boolean to turn on and off all the counters
  93036. */
  93037. static Enabled: boolean;
  93038. /**
  93039. * Returns the smallest value ever
  93040. */
  93041. readonly min: number;
  93042. /**
  93043. * Returns the biggest value ever
  93044. */
  93045. readonly max: number;
  93046. /**
  93047. * Returns the average value since the performance counter is running
  93048. */
  93049. readonly average: number;
  93050. /**
  93051. * Returns the average value of the last second the counter was monitored
  93052. */
  93053. readonly lastSecAverage: number;
  93054. /**
  93055. * Returns the current value
  93056. */
  93057. readonly current: number;
  93058. /**
  93059. * Gets the accumulated total
  93060. */
  93061. readonly total: number;
  93062. /**
  93063. * Gets the total value count
  93064. */
  93065. readonly count: number;
  93066. /**
  93067. * Creates a new counter
  93068. */
  93069. constructor();
  93070. /**
  93071. * Call this method to start monitoring a new frame.
  93072. * 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.
  93073. */
  93074. fetchNewFrame(): void;
  93075. /**
  93076. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93077. * @param newCount the count value to add to the monitored count
  93078. * @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.
  93079. */
  93080. addCount(newCount: number, fetchResult: boolean): void;
  93081. /**
  93082. * Start monitoring this performance counter
  93083. */
  93084. beginMonitoring(): void;
  93085. /**
  93086. * Compute the time lapsed since the previous beginMonitoring() call.
  93087. * @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
  93088. */
  93089. endMonitoring(newFrame?: boolean): void;
  93090. private _fetchResult;
  93091. private _startMonitoringTime;
  93092. private _min;
  93093. private _max;
  93094. private _average;
  93095. private _current;
  93096. private _totalValueCount;
  93097. private _totalAccumulated;
  93098. private _lastSecAverage;
  93099. private _lastSecAccumulated;
  93100. private _lastSecTime;
  93101. private _lastSecValueCount;
  93102. }
  93103. }
  93104. declare module BABYLON {
  93105. /**
  93106. * Interface for any object that can request an animation frame
  93107. */
  93108. export interface ICustomAnimationFrameRequester {
  93109. /**
  93110. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93111. */
  93112. renderFunction?: Function;
  93113. /**
  93114. * Called to request the next frame to render to
  93115. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93116. */
  93117. requestAnimationFrame: Function;
  93118. /**
  93119. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93120. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93121. */
  93122. requestID?: number;
  93123. }
  93124. }
  93125. declare module BABYLON {
  93126. /**
  93127. * Settings for finer control over video usage
  93128. */
  93129. export interface VideoTextureSettings {
  93130. /**
  93131. * Applies `autoplay` to video, if specified
  93132. */
  93133. autoPlay?: boolean;
  93134. /**
  93135. * Applies `loop` to video, if specified
  93136. */
  93137. loop?: boolean;
  93138. /**
  93139. * Automatically updates internal texture from video at every frame in the render loop
  93140. */
  93141. autoUpdateTexture: boolean;
  93142. /**
  93143. * Image src displayed during the video loading or until the user interacts with the video.
  93144. */
  93145. poster?: string;
  93146. }
  93147. /**
  93148. * If you want to display a video in your scene, this is the special texture for that.
  93149. * This special texture works similar to other textures, with the exception of a few parameters.
  93150. * @see https://doc.babylonjs.com/how_to/video_texture
  93151. */
  93152. export class VideoTexture extends Texture {
  93153. /**
  93154. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93155. */
  93156. readonly autoUpdateTexture: boolean;
  93157. /**
  93158. * The video instance used by the texture internally
  93159. */
  93160. readonly video: HTMLVideoElement;
  93161. private _onUserActionRequestedObservable;
  93162. /**
  93163. * Event triggerd when a dom action is required by the user to play the video.
  93164. * This happens due to recent changes in browser policies preventing video to auto start.
  93165. */
  93166. readonly onUserActionRequestedObservable: Observable<Texture>;
  93167. private _generateMipMaps;
  93168. private _engine;
  93169. private _stillImageCaptured;
  93170. private _displayingPosterTexture;
  93171. private _settings;
  93172. private _createInternalTextureOnEvent;
  93173. /**
  93174. * Creates a video texture.
  93175. * If you want to display a video in your scene, this is the special texture for that.
  93176. * This special texture works similar to other textures, with the exception of a few parameters.
  93177. * @see https://doc.babylonjs.com/how_to/video_texture
  93178. * @param name optional name, will detect from video source, if not defined
  93179. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93180. * @param scene is obviously the current scene.
  93181. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93182. * @param invertY is false by default but can be used to invert video on Y axis
  93183. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93184. * @param settings allows finer control over video usage
  93185. */
  93186. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93187. private _getName;
  93188. private _getVideo;
  93189. private _createInternalTexture;
  93190. private reset;
  93191. /**
  93192. * @hidden Internal method to initiate `update`.
  93193. */
  93194. _rebuild(): void;
  93195. /**
  93196. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93197. */
  93198. update(): void;
  93199. /**
  93200. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93201. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93202. */
  93203. updateTexture(isVisible: boolean): void;
  93204. protected _updateInternalTexture: () => void;
  93205. /**
  93206. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93207. * @param url New url.
  93208. */
  93209. updateURL(url: string): void;
  93210. /**
  93211. * Dispose the texture and release its associated resources.
  93212. */
  93213. dispose(): void;
  93214. /**
  93215. * Creates a video texture straight from a stream.
  93216. * @param scene Define the scene the texture should be created in
  93217. * @param stream Define the stream the texture should be created from
  93218. * @returns The created video texture as a promise
  93219. */
  93220. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93221. /**
  93222. * Creates a video texture straight from your WebCam video feed.
  93223. * @param scene Define the scene the texture should be created in
  93224. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93225. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93226. * @returns The created video texture as a promise
  93227. */
  93228. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93229. minWidth: number;
  93230. maxWidth: number;
  93231. minHeight: number;
  93232. maxHeight: number;
  93233. deviceId: string;
  93234. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93235. /**
  93236. * Creates a video texture straight from your WebCam video feed.
  93237. * @param scene Define the scene the texture should be created in
  93238. * @param onReady Define a callback to triggered once the texture will be ready
  93239. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93240. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93241. */
  93242. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93243. minWidth: number;
  93244. maxWidth: number;
  93245. minHeight: number;
  93246. maxHeight: number;
  93247. deviceId: string;
  93248. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93249. }
  93250. }
  93251. declare module BABYLON {
  93252. /**
  93253. * Defines the interface used by objects containing a viewport (like a camera)
  93254. */
  93255. interface IViewportOwnerLike {
  93256. /**
  93257. * Gets or sets the viewport
  93258. */
  93259. viewport: IViewportLike;
  93260. }
  93261. /**
  93262. * Interface for attribute information associated with buffer instanciation
  93263. */
  93264. export class InstancingAttributeInfo {
  93265. /**
  93266. * Index/offset of the attribute in the vertex shader
  93267. */
  93268. index: number;
  93269. /**
  93270. * size of the attribute, 1, 2, 3 or 4
  93271. */
  93272. attributeSize: number;
  93273. /**
  93274. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93275. * default is FLOAT
  93276. */
  93277. attribyteType: number;
  93278. /**
  93279. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93280. */
  93281. normalized: boolean;
  93282. /**
  93283. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93284. */
  93285. offset: number;
  93286. /**
  93287. * Name of the GLSL attribute, for debugging purpose only
  93288. */
  93289. attributeName: string;
  93290. }
  93291. /**
  93292. * Define options used to create a depth texture
  93293. */
  93294. export class DepthTextureCreationOptions {
  93295. /** Specifies whether or not a stencil should be allocated in the texture */
  93296. generateStencil?: boolean;
  93297. /** Specifies whether or not bilinear filtering is enable on the texture */
  93298. bilinearFiltering?: boolean;
  93299. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93300. comparisonFunction?: number;
  93301. /** Specifies if the created texture is a cube texture */
  93302. isCube?: boolean;
  93303. }
  93304. /**
  93305. * Class used to describe the capabilities of the engine relatively to the current browser
  93306. */
  93307. export class EngineCapabilities {
  93308. /** Maximum textures units per fragment shader */
  93309. maxTexturesImageUnits: number;
  93310. /** Maximum texture units per vertex shader */
  93311. maxVertexTextureImageUnits: number;
  93312. /** Maximum textures units in the entire pipeline */
  93313. maxCombinedTexturesImageUnits: number;
  93314. /** Maximum texture size */
  93315. maxTextureSize: number;
  93316. /** Maximum cube texture size */
  93317. maxCubemapTextureSize: number;
  93318. /** Maximum render texture size */
  93319. maxRenderTextureSize: number;
  93320. /** Maximum number of vertex attributes */
  93321. maxVertexAttribs: number;
  93322. /** Maximum number of varyings */
  93323. maxVaryingVectors: number;
  93324. /** Maximum number of uniforms per vertex shader */
  93325. maxVertexUniformVectors: number;
  93326. /** Maximum number of uniforms per fragment shader */
  93327. maxFragmentUniformVectors: number;
  93328. /** Defines if standard derivates (dx/dy) are supported */
  93329. standardDerivatives: boolean;
  93330. /** Defines if s3tc texture compression is supported */
  93331. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93332. /** Defines if pvrtc texture compression is supported */
  93333. pvrtc: any;
  93334. /** Defines if etc1 texture compression is supported */
  93335. etc1: any;
  93336. /** Defines if etc2 texture compression is supported */
  93337. etc2: any;
  93338. /** Defines if astc texture compression is supported */
  93339. astc: any;
  93340. /** Defines if float textures are supported */
  93341. textureFloat: boolean;
  93342. /** Defines if vertex array objects are supported */
  93343. vertexArrayObject: boolean;
  93344. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93345. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93346. /** Gets the maximum level of anisotropy supported */
  93347. maxAnisotropy: number;
  93348. /** Defines if instancing is supported */
  93349. instancedArrays: boolean;
  93350. /** Defines if 32 bits indices are supported */
  93351. uintIndices: boolean;
  93352. /** Defines if high precision shaders are supported */
  93353. highPrecisionShaderSupported: boolean;
  93354. /** Defines if depth reading in the fragment shader is supported */
  93355. fragmentDepthSupported: boolean;
  93356. /** Defines if float texture linear filtering is supported*/
  93357. textureFloatLinearFiltering: boolean;
  93358. /** Defines if rendering to float textures is supported */
  93359. textureFloatRender: boolean;
  93360. /** Defines if half float textures are supported*/
  93361. textureHalfFloat: boolean;
  93362. /** Defines if half float texture linear filtering is supported*/
  93363. textureHalfFloatLinearFiltering: boolean;
  93364. /** Defines if rendering to half float textures is supported */
  93365. textureHalfFloatRender: boolean;
  93366. /** Defines if textureLOD shader command is supported */
  93367. textureLOD: boolean;
  93368. /** Defines if draw buffers extension is supported */
  93369. drawBuffersExtension: boolean;
  93370. /** Defines if depth textures are supported */
  93371. depthTextureExtension: boolean;
  93372. /** Defines if float color buffer are supported */
  93373. colorBufferFloat: boolean;
  93374. /** Gets disjoint timer query extension (null if not supported) */
  93375. timerQuery: EXT_disjoint_timer_query;
  93376. /** Defines if timestamp can be used with timer query */
  93377. canUseTimestampForTimerQuery: boolean;
  93378. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93379. multiview: any;
  93380. /** Function used to let the system compiles shaders in background */
  93381. parallelShaderCompile: {
  93382. COMPLETION_STATUS_KHR: number;
  93383. };
  93384. }
  93385. /** Interface defining initialization parameters for Engine class */
  93386. export interface EngineOptions extends WebGLContextAttributes {
  93387. /**
  93388. * Defines if the engine should no exceed a specified device ratio
  93389. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93390. */
  93391. limitDeviceRatio?: number;
  93392. /**
  93393. * Defines if webvr should be enabled automatically
  93394. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93395. */
  93396. autoEnableWebVR?: boolean;
  93397. /**
  93398. * Defines if webgl2 should be turned off even if supported
  93399. * @see http://doc.babylonjs.com/features/webgl2
  93400. */
  93401. disableWebGL2Support?: boolean;
  93402. /**
  93403. * Defines if webaudio should be initialized as well
  93404. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93405. */
  93406. audioEngine?: boolean;
  93407. /**
  93408. * Defines if animations should run using a deterministic lock step
  93409. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93410. */
  93411. deterministicLockstep?: boolean;
  93412. /** Defines the maximum steps to use with deterministic lock step mode */
  93413. lockstepMaxSteps?: number;
  93414. /**
  93415. * Defines that engine should ignore context lost events
  93416. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93417. */
  93418. doNotHandleContextLost?: boolean;
  93419. /**
  93420. * Defines that engine should ignore modifying touch action attribute and style
  93421. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93422. */
  93423. doNotHandleTouchAction?: boolean;
  93424. /**
  93425. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93426. */
  93427. useHighPrecisionFloats?: boolean;
  93428. }
  93429. /**
  93430. * Defines the interface used by display changed events
  93431. */
  93432. export interface IDisplayChangedEventArgs {
  93433. /** Gets the vrDisplay object (if any) */
  93434. vrDisplay: Nullable<any>;
  93435. /** Gets a boolean indicating if webVR is supported */
  93436. vrSupported: boolean;
  93437. }
  93438. /**
  93439. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93440. */
  93441. export class Engine {
  93442. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93443. static ExceptionList: ({
  93444. key: string;
  93445. capture: string;
  93446. captureConstraint: number;
  93447. targets: string[];
  93448. } | {
  93449. key: string;
  93450. capture: null;
  93451. captureConstraint: null;
  93452. targets: string[];
  93453. })[];
  93454. /** Gets the list of created engines */
  93455. static readonly Instances: Engine[];
  93456. /**
  93457. * Gets the latest created engine
  93458. */
  93459. static readonly LastCreatedEngine: Nullable<Engine>;
  93460. /**
  93461. * Gets the latest created scene
  93462. */
  93463. static readonly LastCreatedScene: Nullable<Scene>;
  93464. /**
  93465. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93466. * @param flag defines which part of the materials must be marked as dirty
  93467. * @param predicate defines a predicate used to filter which materials should be affected
  93468. */
  93469. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93470. /** @hidden */
  93471. static _TextureLoaders: IInternalTextureLoader[];
  93472. /** Defines that alpha blending is disabled */
  93473. static readonly ALPHA_DISABLE: number;
  93474. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93475. static readonly ALPHA_ADD: number;
  93476. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93477. static readonly ALPHA_COMBINE: number;
  93478. /** Defines that alpha blending to DEST - SRC * DEST */
  93479. static readonly ALPHA_SUBTRACT: number;
  93480. /** Defines that alpha blending to SRC * DEST */
  93481. static readonly ALPHA_MULTIPLY: number;
  93482. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93483. static readonly ALPHA_MAXIMIZED: number;
  93484. /** Defines that alpha blending to SRC + DEST */
  93485. static readonly ALPHA_ONEONE: number;
  93486. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93487. static readonly ALPHA_PREMULTIPLIED: number;
  93488. /**
  93489. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93490. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93491. */
  93492. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93493. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93494. static readonly ALPHA_INTERPOLATE: number;
  93495. /**
  93496. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93497. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93498. */
  93499. static readonly ALPHA_SCREENMODE: number;
  93500. /** Defines that the ressource is not delayed*/
  93501. static readonly DELAYLOADSTATE_NONE: number;
  93502. /** Defines that the ressource was successfully delay loaded */
  93503. static readonly DELAYLOADSTATE_LOADED: number;
  93504. /** Defines that the ressource is currently delay loading */
  93505. static readonly DELAYLOADSTATE_LOADING: number;
  93506. /** Defines that the ressource is delayed and has not started loading */
  93507. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93508. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93509. static readonly NEVER: number;
  93510. /** 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 */
  93511. static readonly ALWAYS: number;
  93512. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93513. static readonly LESS: number;
  93514. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93515. static readonly EQUAL: number;
  93516. /** 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 */
  93517. static readonly LEQUAL: number;
  93518. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93519. static readonly GREATER: number;
  93520. /** 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 */
  93521. static readonly GEQUAL: number;
  93522. /** 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 */
  93523. static readonly NOTEQUAL: number;
  93524. /** Passed to stencilOperation to specify that stencil value must be kept */
  93525. static readonly KEEP: number;
  93526. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93527. static readonly REPLACE: number;
  93528. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93529. static readonly INCR: number;
  93530. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93531. static readonly DECR: number;
  93532. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93533. static readonly INVERT: number;
  93534. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93535. static readonly INCR_WRAP: number;
  93536. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93537. static readonly DECR_WRAP: number;
  93538. /** Texture is not repeating outside of 0..1 UVs */
  93539. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93540. /** Texture is repeating outside of 0..1 UVs */
  93541. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93542. /** Texture is repeating and mirrored */
  93543. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93544. /** ALPHA */
  93545. static readonly TEXTUREFORMAT_ALPHA: number;
  93546. /** LUMINANCE */
  93547. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93548. /** LUMINANCE_ALPHA */
  93549. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93550. /** RGB */
  93551. static readonly TEXTUREFORMAT_RGB: number;
  93552. /** RGBA */
  93553. static readonly TEXTUREFORMAT_RGBA: number;
  93554. /** RED */
  93555. static readonly TEXTUREFORMAT_RED: number;
  93556. /** RED (2nd reference) */
  93557. static readonly TEXTUREFORMAT_R: number;
  93558. /** RG */
  93559. static readonly TEXTUREFORMAT_RG: number;
  93560. /** RED_INTEGER */
  93561. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93562. /** RED_INTEGER (2nd reference) */
  93563. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93564. /** RG_INTEGER */
  93565. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93566. /** RGB_INTEGER */
  93567. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93568. /** RGBA_INTEGER */
  93569. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93570. /** UNSIGNED_BYTE */
  93571. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93572. /** UNSIGNED_BYTE (2nd reference) */
  93573. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93574. /** FLOAT */
  93575. static readonly TEXTURETYPE_FLOAT: number;
  93576. /** HALF_FLOAT */
  93577. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93578. /** BYTE */
  93579. static readonly TEXTURETYPE_BYTE: number;
  93580. /** SHORT */
  93581. static readonly TEXTURETYPE_SHORT: number;
  93582. /** UNSIGNED_SHORT */
  93583. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93584. /** INT */
  93585. static readonly TEXTURETYPE_INT: number;
  93586. /** UNSIGNED_INT */
  93587. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93588. /** UNSIGNED_SHORT_4_4_4_4 */
  93589. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93590. /** UNSIGNED_SHORT_5_5_5_1 */
  93591. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93592. /** UNSIGNED_SHORT_5_6_5 */
  93593. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93594. /** UNSIGNED_INT_2_10_10_10_REV */
  93595. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93596. /** UNSIGNED_INT_24_8 */
  93597. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93598. /** UNSIGNED_INT_10F_11F_11F_REV */
  93599. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93600. /** UNSIGNED_INT_5_9_9_9_REV */
  93601. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93602. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93603. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93604. /** nearest is mag = nearest and min = nearest and mip = linear */
  93605. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93606. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93607. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93608. /** Trilinear is mag = linear and min = linear and mip = linear */
  93609. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93610. /** nearest is mag = nearest and min = nearest and mip = linear */
  93611. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93612. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93613. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93614. /** Trilinear is mag = linear and min = linear and mip = linear */
  93615. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93616. /** mag = nearest and min = nearest and mip = nearest */
  93617. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93618. /** mag = nearest and min = linear and mip = nearest */
  93619. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93620. /** mag = nearest and min = linear and mip = linear */
  93621. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93622. /** mag = nearest and min = linear and mip = none */
  93623. static readonly TEXTURE_NEAREST_LINEAR: number;
  93624. /** mag = nearest and min = nearest and mip = none */
  93625. static readonly TEXTURE_NEAREST_NEAREST: number;
  93626. /** mag = linear and min = nearest and mip = nearest */
  93627. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93628. /** mag = linear and min = nearest and mip = linear */
  93629. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93630. /** mag = linear and min = linear and mip = none */
  93631. static readonly TEXTURE_LINEAR_LINEAR: number;
  93632. /** mag = linear and min = nearest and mip = none */
  93633. static readonly TEXTURE_LINEAR_NEAREST: number;
  93634. /** Explicit coordinates mode */
  93635. static readonly TEXTURE_EXPLICIT_MODE: number;
  93636. /** Spherical coordinates mode */
  93637. static readonly TEXTURE_SPHERICAL_MODE: number;
  93638. /** Planar coordinates mode */
  93639. static readonly TEXTURE_PLANAR_MODE: number;
  93640. /** Cubic coordinates mode */
  93641. static readonly TEXTURE_CUBIC_MODE: number;
  93642. /** Projection coordinates mode */
  93643. static readonly TEXTURE_PROJECTION_MODE: number;
  93644. /** Skybox coordinates mode */
  93645. static readonly TEXTURE_SKYBOX_MODE: number;
  93646. /** Inverse Cubic coordinates mode */
  93647. static readonly TEXTURE_INVCUBIC_MODE: number;
  93648. /** Equirectangular coordinates mode */
  93649. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93650. /** Equirectangular Fixed coordinates mode */
  93651. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93652. /** Equirectangular Fixed Mirrored coordinates mode */
  93653. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93654. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93655. static readonly SCALEMODE_FLOOR: number;
  93656. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93657. static readonly SCALEMODE_NEAREST: number;
  93658. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93659. static readonly SCALEMODE_CEILING: number;
  93660. /**
  93661. * Returns the current npm package of the sdk
  93662. */
  93663. static readonly NpmPackage: string;
  93664. /**
  93665. * Returns the current version of the framework
  93666. */
  93667. static readonly Version: string;
  93668. /**
  93669. * Returns a string describing the current engine
  93670. */
  93671. readonly description: string;
  93672. /**
  93673. * Gets or sets the epsilon value used by collision engine
  93674. */
  93675. static CollisionsEpsilon: number;
  93676. /**
  93677. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93678. */
  93679. static ShadersRepository: string;
  93680. /**
  93681. * Method called to create the default loading screen.
  93682. * This can be overriden in your own app.
  93683. * @param canvas The rendering canvas element
  93684. * @returns The loading screen
  93685. */
  93686. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93687. /**
  93688. * Method called to create the default rescale post process on each engine.
  93689. */
  93690. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93691. /** @hidden */
  93692. _shaderProcessor: IShaderProcessor;
  93693. /**
  93694. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93695. */
  93696. forcePOTTextures: boolean;
  93697. /**
  93698. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93699. */
  93700. isFullscreen: boolean;
  93701. /**
  93702. * Gets a boolean indicating if the pointer is currently locked
  93703. */
  93704. isPointerLock: boolean;
  93705. /**
  93706. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93707. */
  93708. cullBackFaces: boolean;
  93709. /**
  93710. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93711. */
  93712. renderEvenInBackground: boolean;
  93713. /**
  93714. * Gets or sets a boolean indicating that cache can be kept between frames
  93715. */
  93716. preventCacheWipeBetweenFrames: boolean;
  93717. /**
  93718. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93719. **/
  93720. enableOfflineSupport: boolean;
  93721. /**
  93722. * 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)
  93723. **/
  93724. disableManifestCheck: boolean;
  93725. /**
  93726. * Gets the list of created scenes
  93727. */
  93728. scenes: Scene[];
  93729. /**
  93730. * Event raised when a new scene is created
  93731. */
  93732. onNewSceneAddedObservable: Observable<Scene>;
  93733. /**
  93734. * Gets the list of created postprocesses
  93735. */
  93736. postProcesses: PostProcess[];
  93737. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93738. validateShaderPrograms: boolean;
  93739. /**
  93740. * Observable event triggered each time the rendering canvas is resized
  93741. */
  93742. onResizeObservable: Observable<Engine>;
  93743. /**
  93744. * Observable event triggered each time the canvas loses focus
  93745. */
  93746. onCanvasBlurObservable: Observable<Engine>;
  93747. /**
  93748. * Observable event triggered each time the canvas gains focus
  93749. */
  93750. onCanvasFocusObservable: Observable<Engine>;
  93751. /**
  93752. * Observable event triggered each time the canvas receives pointerout event
  93753. */
  93754. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93755. /**
  93756. * Observable event triggered before each texture is initialized
  93757. */
  93758. onBeforeTextureInitObservable: Observable<Texture>;
  93759. /**
  93760. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93761. */
  93762. disableUniformBuffers: boolean;
  93763. /** @hidden */
  93764. _uniformBuffers: UniformBuffer[];
  93765. /**
  93766. * Gets a boolean indicating that the engine supports uniform buffers
  93767. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93768. */
  93769. readonly supportsUniformBuffers: boolean;
  93770. /**
  93771. * Observable raised when the engine begins a new frame
  93772. */
  93773. onBeginFrameObservable: Observable<Engine>;
  93774. /**
  93775. * If set, will be used to request the next animation frame for the render loop
  93776. */
  93777. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93778. /**
  93779. * Observable raised when the engine ends the current frame
  93780. */
  93781. onEndFrameObservable: Observable<Engine>;
  93782. /**
  93783. * Observable raised when the engine is about to compile a shader
  93784. */
  93785. onBeforeShaderCompilationObservable: Observable<Engine>;
  93786. /**
  93787. * Observable raised when the engine has jsut compiled a shader
  93788. */
  93789. onAfterShaderCompilationObservable: Observable<Engine>;
  93790. /** @hidden */
  93791. _gl: WebGLRenderingContext;
  93792. private _renderingCanvas;
  93793. private _windowIsBackground;
  93794. private _webGLVersion;
  93795. protected _highPrecisionShadersAllowed: boolean;
  93796. /** @hidden */
  93797. readonly _shouldUseHighPrecisionShader: boolean;
  93798. /**
  93799. * Gets a boolean indicating that only power of 2 textures are supported
  93800. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93801. */
  93802. readonly needPOTTextures: boolean;
  93803. /** @hidden */
  93804. _badOS: boolean;
  93805. /** @hidden */
  93806. _badDesktopOS: boolean;
  93807. /**
  93808. * Gets the audio engine
  93809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93810. * @ignorenaming
  93811. */
  93812. static audioEngine: IAudioEngine;
  93813. /**
  93814. * Default AudioEngine factory responsible of creating the Audio Engine.
  93815. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93816. */
  93817. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93818. /**
  93819. * Default offline support factory responsible of creating a tool used to store data locally.
  93820. * By default, this will create a Database object if the workload has been embedded.
  93821. */
  93822. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93823. private _onFocus;
  93824. private _onBlur;
  93825. private _onCanvasPointerOut;
  93826. private _onCanvasBlur;
  93827. private _onCanvasFocus;
  93828. private _onFullscreenChange;
  93829. private _onPointerLockChange;
  93830. private _hardwareScalingLevel;
  93831. /** @hidden */
  93832. _caps: EngineCapabilities;
  93833. private _pointerLockRequested;
  93834. private _isStencilEnable;
  93835. private _colorWrite;
  93836. private _loadingScreen;
  93837. /** @hidden */
  93838. _drawCalls: PerfCounter;
  93839. private _glVersion;
  93840. private _glRenderer;
  93841. private _glVendor;
  93842. private _videoTextureSupported;
  93843. private _renderingQueueLaunched;
  93844. private _activeRenderLoops;
  93845. private _deterministicLockstep;
  93846. private _lockstepMaxSteps;
  93847. /**
  93848. * Observable signaled when a context lost event is raised
  93849. */
  93850. onContextLostObservable: Observable<Engine>;
  93851. /**
  93852. * Observable signaled when a context restored event is raised
  93853. */
  93854. onContextRestoredObservable: Observable<Engine>;
  93855. private _onContextLost;
  93856. private _onContextRestored;
  93857. private _contextWasLost;
  93858. /** @hidden */
  93859. _doNotHandleContextLost: boolean;
  93860. /**
  93861. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93862. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  93863. */
  93864. doNotHandleContextLost: boolean;
  93865. private _performanceMonitor;
  93866. private _fps;
  93867. private _deltaTime;
  93868. /**
  93869. * Turn this value on if you want to pause FPS computation when in background
  93870. */
  93871. disablePerformanceMonitorInBackground: boolean;
  93872. /**
  93873. * Gets the performance monitor attached to this engine
  93874. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  93875. */
  93876. readonly performanceMonitor: PerformanceMonitor;
  93877. /**
  93878. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  93879. */
  93880. disableVertexArrayObjects: boolean;
  93881. /** @hidden */
  93882. protected _depthCullingState: _DepthCullingState;
  93883. /** @hidden */
  93884. protected _stencilState: _StencilState;
  93885. /** @hidden */
  93886. protected _alphaState: _AlphaState;
  93887. /** @hidden */
  93888. protected _alphaMode: number;
  93889. /** @hidden */
  93890. _internalTexturesCache: InternalTexture[];
  93891. /** @hidden */
  93892. protected _activeChannel: number;
  93893. private _currentTextureChannel;
  93894. /** @hidden */
  93895. protected _boundTexturesCache: {
  93896. [key: string]: Nullable<InternalTexture>;
  93897. };
  93898. /** @hidden */
  93899. protected _currentEffect: Nullable<Effect>;
  93900. /** @hidden */
  93901. protected _currentProgram: Nullable<WebGLProgram>;
  93902. private _compiledEffects;
  93903. private _vertexAttribArraysEnabled;
  93904. /** @hidden */
  93905. protected _cachedViewport: Nullable<IViewportLike>;
  93906. private _cachedVertexArrayObject;
  93907. /** @hidden */
  93908. protected _cachedVertexBuffers: any;
  93909. /** @hidden */
  93910. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  93911. /** @hidden */
  93912. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  93913. /** @hidden */
  93914. _currentRenderTarget: Nullable<InternalTexture>;
  93915. private _uintIndicesCurrentlySet;
  93916. private _currentBoundBuffer;
  93917. /** @hidden */
  93918. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  93919. private _currentBufferPointers;
  93920. private _currentInstanceLocations;
  93921. private _currentInstanceBuffers;
  93922. private _textureUnits;
  93923. /** @hidden */
  93924. _workingCanvas: Nullable<HTMLCanvasElement>;
  93925. /** @hidden */
  93926. _workingContext: Nullable<CanvasRenderingContext2D>;
  93927. private _rescalePostProcess;
  93928. private _dummyFramebuffer;
  93929. private _externalData;
  93930. /** @hidden */
  93931. _bindedRenderFunction: any;
  93932. private _vaoRecordInProgress;
  93933. private _mustWipeVertexAttributes;
  93934. private _emptyTexture;
  93935. private _emptyCubeTexture;
  93936. private _emptyTexture3D;
  93937. /** @hidden */
  93938. _frameHandler: number;
  93939. private _nextFreeTextureSlots;
  93940. private _maxSimultaneousTextures;
  93941. private _activeRequests;
  93942. private _texturesSupported;
  93943. /** @hidden */
  93944. _textureFormatInUse: Nullable<string>;
  93945. /**
  93946. * Gets the list of texture formats supported
  93947. */
  93948. readonly texturesSupported: Array<string>;
  93949. /**
  93950. * Gets the list of texture formats in use
  93951. */
  93952. readonly textureFormatInUse: Nullable<string>;
  93953. /**
  93954. * Gets the current viewport
  93955. */
  93956. readonly currentViewport: Nullable<IViewportLike>;
  93957. /**
  93958. * Gets the default empty texture
  93959. */
  93960. readonly emptyTexture: InternalTexture;
  93961. /**
  93962. * Gets the default empty 3D texture
  93963. */
  93964. readonly emptyTexture3D: InternalTexture;
  93965. /**
  93966. * Gets the default empty cube texture
  93967. */
  93968. readonly emptyCubeTexture: InternalTexture;
  93969. /**
  93970. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  93971. */
  93972. readonly premultipliedAlpha: boolean;
  93973. /**
  93974. * Creates a new engine
  93975. * @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
  93976. * @param antialias defines enable antialiasing (default: false)
  93977. * @param options defines further options to be sent to the getContext() function
  93978. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  93979. */
  93980. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  93981. /**
  93982. * Initializes a webVR display and starts listening to display change events
  93983. * The onVRDisplayChangedObservable will be notified upon these changes
  93984. * @returns The onVRDisplayChangedObservable
  93985. */
  93986. initWebVR(): Observable<IDisplayChangedEventArgs>;
  93987. /** @hidden */
  93988. _prepareVRComponent(): void;
  93989. /** @hidden */
  93990. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  93991. /** @hidden */
  93992. _submitVRFrame(): void;
  93993. /**
  93994. * Call this function to leave webVR mode
  93995. * Will do nothing if webVR is not supported or if there is no webVR device
  93996. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93997. */
  93998. disableVR(): void;
  93999. /**
  94000. * Gets a boolean indicating that the system is in VR mode and is presenting
  94001. * @returns true if VR mode is engaged
  94002. */
  94003. isVRPresenting(): boolean;
  94004. /** @hidden */
  94005. _requestVRFrame(): void;
  94006. private _disableTouchAction;
  94007. private _rebuildInternalTextures;
  94008. private _rebuildEffects;
  94009. /**
  94010. * Gets a boolean indicating if all created effects are ready
  94011. * @returns true if all effects are ready
  94012. */
  94013. areAllEffectsReady(): boolean;
  94014. private _rebuildBuffers;
  94015. private _initGLContext;
  94016. /**
  94017. * Gets version of the current webGL context
  94018. */
  94019. readonly webGLVersion: number;
  94020. /**
  94021. * Gets a string idenfifying the name of the class
  94022. * @returns "Engine" string
  94023. */
  94024. getClassName(): string;
  94025. /**
  94026. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94027. */
  94028. readonly isStencilEnable: boolean;
  94029. /** @hidden */
  94030. _prepareWorkingCanvas(): void;
  94031. /**
  94032. * Reset the texture cache to empty state
  94033. */
  94034. resetTextureCache(): void;
  94035. /**
  94036. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94037. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94038. * @returns true if engine is in deterministic lock step mode
  94039. */
  94040. isDeterministicLockStep(): boolean;
  94041. /**
  94042. * Gets the max steps when engine is running in deterministic lock step
  94043. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94044. * @returns the max steps
  94045. */
  94046. getLockstepMaxSteps(): number;
  94047. /**
  94048. * Gets an object containing information about the current webGL context
  94049. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94050. */
  94051. getGlInfo(): {
  94052. vendor: string;
  94053. renderer: string;
  94054. version: string;
  94055. };
  94056. /**
  94057. * Gets current aspect ratio
  94058. * @param viewportOwner defines the camera to use to get the aspect ratio
  94059. * @param useScreen defines if screen size must be used (or the current render target if any)
  94060. * @returns a number defining the aspect ratio
  94061. */
  94062. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94063. /**
  94064. * Gets current screen aspect ratio
  94065. * @returns a number defining the aspect ratio
  94066. */
  94067. getScreenAspectRatio(): number;
  94068. /**
  94069. * Gets the current render width
  94070. * @param useScreen defines if screen size must be used (or the current render target if any)
  94071. * @returns a number defining the current render width
  94072. */
  94073. getRenderWidth(useScreen?: boolean): number;
  94074. /**
  94075. * Gets the current render height
  94076. * @param useScreen defines if screen size must be used (or the current render target if any)
  94077. * @returns a number defining the current render height
  94078. */
  94079. getRenderHeight(useScreen?: boolean): number;
  94080. /**
  94081. * Gets the HTML canvas attached with the current webGL context
  94082. * @returns a HTML canvas
  94083. */
  94084. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94085. /**
  94086. * Gets the client rect of the HTML canvas attached with the current webGL context
  94087. * @returns a client rectanglee
  94088. */
  94089. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94090. /**
  94091. * Defines the hardware scaling level.
  94092. * By default the hardware scaling level is computed from the window device ratio.
  94093. * 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.
  94094. * @param level defines the level to use
  94095. */
  94096. setHardwareScalingLevel(level: number): void;
  94097. /**
  94098. * Gets the current hardware scaling level.
  94099. * By default the hardware scaling level is computed from the window device ratio.
  94100. * 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.
  94101. * @returns a number indicating the current hardware scaling level
  94102. */
  94103. getHardwareScalingLevel(): number;
  94104. /**
  94105. * Gets the list of loaded textures
  94106. * @returns an array containing all loaded textures
  94107. */
  94108. getLoadedTexturesCache(): InternalTexture[];
  94109. /**
  94110. * Gets the object containing all engine capabilities
  94111. * @returns the EngineCapabilities object
  94112. */
  94113. getCaps(): EngineCapabilities;
  94114. /**
  94115. * Gets the current depth function
  94116. * @returns a number defining the depth function
  94117. */
  94118. getDepthFunction(): Nullable<number>;
  94119. /**
  94120. * Sets the current depth function
  94121. * @param depthFunc defines the function to use
  94122. */
  94123. setDepthFunction(depthFunc: number): void;
  94124. /**
  94125. * Sets the current depth function to GREATER
  94126. */
  94127. setDepthFunctionToGreater(): void;
  94128. /**
  94129. * Sets the current depth function to GEQUAL
  94130. */
  94131. setDepthFunctionToGreaterOrEqual(): void;
  94132. /**
  94133. * Sets the current depth function to LESS
  94134. */
  94135. setDepthFunctionToLess(): void;
  94136. private _cachedStencilBuffer;
  94137. private _cachedStencilFunction;
  94138. private _cachedStencilMask;
  94139. private _cachedStencilOperationPass;
  94140. private _cachedStencilOperationFail;
  94141. private _cachedStencilOperationDepthFail;
  94142. private _cachedStencilReference;
  94143. /**
  94144. * Caches the the state of the stencil buffer
  94145. */
  94146. cacheStencilState(): void;
  94147. /**
  94148. * Restores the state of the stencil buffer
  94149. */
  94150. restoreStencilState(): void;
  94151. /**
  94152. * Sets the current depth function to LEQUAL
  94153. */
  94154. setDepthFunctionToLessOrEqual(): void;
  94155. /**
  94156. * Gets a boolean indicating if stencil buffer is enabled
  94157. * @returns the current stencil buffer state
  94158. */
  94159. getStencilBuffer(): boolean;
  94160. /**
  94161. * Enable or disable the stencil buffer
  94162. * @param enable defines if the stencil buffer must be enabled or disabled
  94163. */
  94164. setStencilBuffer(enable: boolean): void;
  94165. /**
  94166. * Gets the current stencil mask
  94167. * @returns a number defining the new stencil mask to use
  94168. */
  94169. getStencilMask(): number;
  94170. /**
  94171. * Sets the current stencil mask
  94172. * @param mask defines the new stencil mask to use
  94173. */
  94174. setStencilMask(mask: number): void;
  94175. /**
  94176. * Gets the current stencil function
  94177. * @returns a number defining the stencil function to use
  94178. */
  94179. getStencilFunction(): number;
  94180. /**
  94181. * Gets the current stencil reference value
  94182. * @returns a number defining the stencil reference value to use
  94183. */
  94184. getStencilFunctionReference(): number;
  94185. /**
  94186. * Gets the current stencil mask
  94187. * @returns a number defining the stencil mask to use
  94188. */
  94189. getStencilFunctionMask(): number;
  94190. /**
  94191. * Sets the current stencil function
  94192. * @param stencilFunc defines the new stencil function to use
  94193. */
  94194. setStencilFunction(stencilFunc: number): void;
  94195. /**
  94196. * Sets the current stencil reference
  94197. * @param reference defines the new stencil reference to use
  94198. */
  94199. setStencilFunctionReference(reference: number): void;
  94200. /**
  94201. * Sets the current stencil mask
  94202. * @param mask defines the new stencil mask to use
  94203. */
  94204. setStencilFunctionMask(mask: number): void;
  94205. /**
  94206. * Gets the current stencil operation when stencil fails
  94207. * @returns a number defining stencil operation to use when stencil fails
  94208. */
  94209. getStencilOperationFail(): number;
  94210. /**
  94211. * Gets the current stencil operation when depth fails
  94212. * @returns a number defining stencil operation to use when depth fails
  94213. */
  94214. getStencilOperationDepthFail(): number;
  94215. /**
  94216. * Gets the current stencil operation when stencil passes
  94217. * @returns a number defining stencil operation to use when stencil passes
  94218. */
  94219. getStencilOperationPass(): number;
  94220. /**
  94221. * Sets the stencil operation to use when stencil fails
  94222. * @param operation defines the stencil operation to use when stencil fails
  94223. */
  94224. setStencilOperationFail(operation: number): void;
  94225. /**
  94226. * Sets the stencil operation to use when depth fails
  94227. * @param operation defines the stencil operation to use when depth fails
  94228. */
  94229. setStencilOperationDepthFail(operation: number): void;
  94230. /**
  94231. * Sets the stencil operation to use when stencil passes
  94232. * @param operation defines the stencil operation to use when stencil passes
  94233. */
  94234. setStencilOperationPass(operation: number): void;
  94235. /**
  94236. * Sets a boolean indicating if the dithering state is enabled or disabled
  94237. * @param value defines the dithering state
  94238. */
  94239. setDitheringState(value: boolean): void;
  94240. /**
  94241. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94242. * @param value defines the rasterizer state
  94243. */
  94244. setRasterizerState(value: boolean): void;
  94245. /**
  94246. * stop executing a render loop function and remove it from the execution array
  94247. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94248. */
  94249. stopRenderLoop(renderFunction?: () => void): void;
  94250. /** @hidden */
  94251. _renderLoop(): void;
  94252. /**
  94253. * Register and execute a render loop. The engine can have more than one render function
  94254. * @param renderFunction defines the function to continuously execute
  94255. */
  94256. runRenderLoop(renderFunction: () => void): void;
  94257. /**
  94258. * Toggle full screen mode
  94259. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94260. */
  94261. switchFullscreen(requestPointerLock: boolean): void;
  94262. /**
  94263. * Enters full screen mode
  94264. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94265. */
  94266. enterFullscreen(requestPointerLock: boolean): void;
  94267. /**
  94268. * Exits full screen mode
  94269. */
  94270. exitFullscreen(): void;
  94271. /**
  94272. * Enters Pointerlock mode
  94273. */
  94274. enterPointerlock(): void;
  94275. /**
  94276. * Exits Pointerlock mode
  94277. */
  94278. exitPointerlock(): void;
  94279. /**
  94280. * Clear the current render buffer or the current render target (if any is set up)
  94281. * @param color defines the color to use
  94282. * @param backBuffer defines if the back buffer must be cleared
  94283. * @param depth defines if the depth buffer must be cleared
  94284. * @param stencil defines if the stencil buffer must be cleared
  94285. */
  94286. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94287. /**
  94288. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94289. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94290. * @param y defines the y-coordinate of the corner of the clear rectangle
  94291. * @param width defines the width of the clear rectangle
  94292. * @param height defines the height of the clear rectangle
  94293. * @param clearColor defines the clear color
  94294. */
  94295. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94296. /**
  94297. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94298. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94299. * @param y defines the y-coordinate of the corner of the clear rectangle
  94300. * @param width defines the width of the clear rectangle
  94301. * @param height defines the height of the clear rectangle
  94302. */
  94303. enableScissor(x: number, y: number, width: number, height: number): void;
  94304. /**
  94305. * Disable previously set scissor test rectangle
  94306. */
  94307. disableScissor(): void;
  94308. private _viewportCached;
  94309. /** @hidden */
  94310. _viewport(x: number, y: number, width: number, height: number): void;
  94311. /**
  94312. * Set the WebGL's viewport
  94313. * @param viewport defines the viewport element to be used
  94314. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94315. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94316. */
  94317. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94318. /**
  94319. * Directly set the WebGL Viewport
  94320. * @param x defines the x coordinate of the viewport (in screen space)
  94321. * @param y defines the y coordinate of the viewport (in screen space)
  94322. * @param width defines the width of the viewport (in screen space)
  94323. * @param height defines the height of the viewport (in screen space)
  94324. * @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
  94325. */
  94326. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94327. /**
  94328. * Begin a new frame
  94329. */
  94330. beginFrame(): void;
  94331. /**
  94332. * Enf the current frame
  94333. */
  94334. endFrame(): void;
  94335. /**
  94336. * Resize the view according to the canvas' size
  94337. */
  94338. resize(): void;
  94339. /**
  94340. * Force a specific size of the canvas
  94341. * @param width defines the new canvas' width
  94342. * @param height defines the new canvas' height
  94343. */
  94344. setSize(width: number, height: number): void;
  94345. /**
  94346. * Binds the frame buffer to the specified texture.
  94347. * @param texture The texture to render to or null for the default canvas
  94348. * @param faceIndex The face of the texture to render to in case of cube texture
  94349. * @param requiredWidth The width of the target to render to
  94350. * @param requiredHeight The height of the target to render to
  94351. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94352. * @param depthStencilTexture The depth stencil texture to use to render
  94353. * @param lodLevel defines le lod level to bind to the frame buffer
  94354. */
  94355. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94356. /** @hidden */
  94357. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94358. /**
  94359. * Unbind the current render target texture from the webGL context
  94360. * @param texture defines the render target texture to unbind
  94361. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94362. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94363. */
  94364. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94365. /**
  94366. * Force the mipmap generation for the given render target texture
  94367. * @param texture defines the render target texture to use
  94368. */
  94369. generateMipMapsForCubemap(texture: InternalTexture): void;
  94370. /**
  94371. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94372. */
  94373. flushFramebuffer(): void;
  94374. /**
  94375. * Unbind the current render target and bind the default framebuffer
  94376. */
  94377. restoreDefaultFramebuffer(): void;
  94378. /**
  94379. * Create an uniform buffer
  94380. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94381. * @param elements defines the content of the uniform buffer
  94382. * @returns the webGL uniform buffer
  94383. */
  94384. createUniformBuffer(elements: FloatArray): DataBuffer;
  94385. /**
  94386. * Create a dynamic uniform buffer
  94387. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94388. * @param elements defines the content of the uniform buffer
  94389. * @returns the webGL uniform buffer
  94390. */
  94391. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94392. /**
  94393. * Update an existing uniform buffer
  94394. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94395. * @param uniformBuffer defines the target uniform buffer
  94396. * @param elements defines the content to update
  94397. * @param offset defines the offset in the uniform buffer where update should start
  94398. * @param count defines the size of the data to update
  94399. */
  94400. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94401. private _resetVertexBufferBinding;
  94402. /**
  94403. * Creates a vertex buffer
  94404. * @param data the data for the vertex buffer
  94405. * @returns the new WebGL static buffer
  94406. */
  94407. createVertexBuffer(data: DataArray): DataBuffer;
  94408. /**
  94409. * Creates a dynamic vertex buffer
  94410. * @param data the data for the dynamic vertex buffer
  94411. * @returns the new WebGL dynamic buffer
  94412. */
  94413. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94414. /**
  94415. * Update a dynamic index buffer
  94416. * @param indexBuffer defines the target index buffer
  94417. * @param indices defines the data to update
  94418. * @param offset defines the offset in the target index buffer where update should start
  94419. */
  94420. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94421. /**
  94422. * Updates a dynamic vertex buffer.
  94423. * @param vertexBuffer the vertex buffer to update
  94424. * @param data the data used to update the vertex buffer
  94425. * @param byteOffset the byte offset of the data
  94426. * @param byteLength the byte length of the data
  94427. */
  94428. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94429. private _resetIndexBufferBinding;
  94430. /**
  94431. * Creates a new index buffer
  94432. * @param indices defines the content of the index buffer
  94433. * @param updatable defines if the index buffer must be updatable
  94434. * @returns a new webGL buffer
  94435. */
  94436. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94437. /**
  94438. * Bind a webGL buffer to the webGL context
  94439. * @param buffer defines the buffer to bind
  94440. */
  94441. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94442. /**
  94443. * Bind an uniform buffer to the current webGL context
  94444. * @param buffer defines the buffer to bind
  94445. */
  94446. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94447. /**
  94448. * Bind a buffer to the current webGL context at a given location
  94449. * @param buffer defines the buffer to bind
  94450. * @param location defines the index where to bind the buffer
  94451. */
  94452. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94453. /**
  94454. * Bind a specific block at a given index in a specific shader program
  94455. * @param pipelineContext defines the pipeline context to use
  94456. * @param blockName defines the block name
  94457. * @param index defines the index where to bind the block
  94458. */
  94459. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94460. private bindIndexBuffer;
  94461. private bindBuffer;
  94462. /**
  94463. * update the bound buffer with the given data
  94464. * @param data defines the data to update
  94465. */
  94466. updateArrayBuffer(data: Float32Array): void;
  94467. private _vertexAttribPointer;
  94468. private _bindIndexBufferWithCache;
  94469. private _bindVertexBuffersAttributes;
  94470. /**
  94471. * Records a vertex array object
  94472. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94473. * @param vertexBuffers defines the list of vertex buffers to store
  94474. * @param indexBuffer defines the index buffer to store
  94475. * @param effect defines the effect to store
  94476. * @returns the new vertex array object
  94477. */
  94478. recordVertexArrayObject(vertexBuffers: {
  94479. [key: string]: VertexBuffer;
  94480. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94481. /**
  94482. * Bind a specific vertex array object
  94483. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94484. * @param vertexArrayObject defines the vertex array object to bind
  94485. * @param indexBuffer defines the index buffer to bind
  94486. */
  94487. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94488. /**
  94489. * Bind webGl buffers directly to the webGL context
  94490. * @param vertexBuffer defines the vertex buffer to bind
  94491. * @param indexBuffer defines the index buffer to bind
  94492. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94493. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94494. * @param effect defines the effect associated with the vertex buffer
  94495. */
  94496. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94497. private _unbindVertexArrayObject;
  94498. /**
  94499. * Bind a list of vertex buffers to the webGL context
  94500. * @param vertexBuffers defines the list of vertex buffers to bind
  94501. * @param indexBuffer defines the index buffer to bind
  94502. * @param effect defines the effect associated with the vertex buffers
  94503. */
  94504. bindBuffers(vertexBuffers: {
  94505. [key: string]: Nullable<VertexBuffer>;
  94506. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94507. /**
  94508. * Unbind all instance attributes
  94509. */
  94510. unbindInstanceAttributes(): void;
  94511. /**
  94512. * Release and free the memory of a vertex array object
  94513. * @param vao defines the vertex array object to delete
  94514. */
  94515. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94516. /** @hidden */
  94517. _releaseBuffer(buffer: DataBuffer): boolean;
  94518. /**
  94519. * Creates a webGL buffer to use with instanciation
  94520. * @param capacity defines the size of the buffer
  94521. * @returns the webGL buffer
  94522. */
  94523. createInstancesBuffer(capacity: number): DataBuffer;
  94524. /**
  94525. * Delete a webGL buffer used with instanciation
  94526. * @param buffer defines the webGL buffer to delete
  94527. */
  94528. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94529. /**
  94530. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94531. * @param instancesBuffer defines the webGL buffer to update and bind
  94532. * @param data defines the data to store in the buffer
  94533. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94534. */
  94535. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94536. /**
  94537. * Apply all cached states (depth, culling, stencil and alpha)
  94538. */
  94539. applyStates(): void;
  94540. /**
  94541. * Send a draw order
  94542. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94543. * @param indexStart defines the starting index
  94544. * @param indexCount defines the number of index to draw
  94545. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94546. */
  94547. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94548. /**
  94549. * Draw a list of points
  94550. * @param verticesStart defines the index of first vertex to draw
  94551. * @param verticesCount defines the count of vertices to draw
  94552. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94553. */
  94554. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94555. /**
  94556. * Draw a list of unindexed primitives
  94557. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94558. * @param verticesStart defines the index of first vertex to draw
  94559. * @param verticesCount defines the count of vertices to draw
  94560. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94561. */
  94562. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94563. /**
  94564. * Draw a list of indexed primitives
  94565. * @param fillMode defines the primitive to use
  94566. * @param indexStart defines the starting index
  94567. * @param indexCount defines the number of index to draw
  94568. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94569. */
  94570. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94571. /**
  94572. * Draw a list of unindexed primitives
  94573. * @param fillMode defines the primitive to use
  94574. * @param verticesStart defines the index of first vertex to draw
  94575. * @param verticesCount defines the count of vertices to draw
  94576. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94577. */
  94578. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94579. private _drawMode;
  94580. /** @hidden */
  94581. _releaseEffect(effect: Effect): void;
  94582. /** @hidden */
  94583. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94584. /**
  94585. * Create a new effect (used to store vertex/fragment shaders)
  94586. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94587. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94588. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94589. * @param samplers defines an array of string used to represent textures
  94590. * @param defines defines the string containing the defines to use to compile the shaders
  94591. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94592. * @param onCompiled defines a function to call when the effect creation is successful
  94593. * @param onError defines a function to call when the effect creation has failed
  94594. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94595. * @returns the new Effect
  94596. */
  94597. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94598. private _compileShader;
  94599. private _compileRawShader;
  94600. /**
  94601. * Directly creates a webGL program
  94602. * @param pipelineContext defines the pipeline context to attach to
  94603. * @param vertexCode defines the vertex shader code to use
  94604. * @param fragmentCode defines the fragment shader code to use
  94605. * @param context defines the webGL context to use (if not set, the current one will be used)
  94606. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94607. * @returns the new webGL program
  94608. */
  94609. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94610. /**
  94611. * Creates a webGL program
  94612. * @param pipelineContext defines the pipeline context to attach to
  94613. * @param vertexCode defines the vertex shader code to use
  94614. * @param fragmentCode defines the fragment shader code to use
  94615. * @param defines defines the string containing the defines to use to compile the shaders
  94616. * @param context defines the webGL context to use (if not set, the current one will be used)
  94617. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94618. * @returns the new webGL program
  94619. */
  94620. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94621. /**
  94622. * Creates a new pipeline context
  94623. * @returns the new pipeline
  94624. */
  94625. createPipelineContext(): WebGLPipelineContext;
  94626. private _createShaderProgram;
  94627. private _finalizePipelineContext;
  94628. /** @hidden */
  94629. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94630. /** @hidden */
  94631. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94632. /** @hidden */
  94633. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94634. /**
  94635. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94636. * @param pipelineContext defines the pipeline context to use
  94637. * @param uniformsNames defines the list of uniform names
  94638. * @returns an array of webGL uniform locations
  94639. */
  94640. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94641. /**
  94642. * Gets the lsit of active attributes for a given webGL program
  94643. * @param pipelineContext defines the pipeline context to use
  94644. * @param attributesNames defines the list of attribute names to get
  94645. * @returns an array of indices indicating the offset of each attribute
  94646. */
  94647. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94648. /**
  94649. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94650. * @param effect defines the effect to activate
  94651. */
  94652. enableEffect(effect: Nullable<Effect>): void;
  94653. /**
  94654. * Set the value of an uniform to an array of int32
  94655. * @param uniform defines the webGL uniform location where to store the value
  94656. * @param array defines the array of int32 to store
  94657. */
  94658. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94659. /**
  94660. * Set the value of an uniform to an array of int32 (stored as vec2)
  94661. * @param uniform defines the webGL uniform location where to store the value
  94662. * @param array defines the array of int32 to store
  94663. */
  94664. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94665. /**
  94666. * Set the value of an uniform to an array of int32 (stored as vec3)
  94667. * @param uniform defines the webGL uniform location where to store the value
  94668. * @param array defines the array of int32 to store
  94669. */
  94670. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94671. /**
  94672. * Set the value of an uniform to an array of int32 (stored as vec4)
  94673. * @param uniform defines the webGL uniform location where to store the value
  94674. * @param array defines the array of int32 to store
  94675. */
  94676. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94677. /**
  94678. * Set the value of an uniform to an array of float32
  94679. * @param uniform defines the webGL uniform location where to store the value
  94680. * @param array defines the array of float32 to store
  94681. */
  94682. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94683. /**
  94684. * Set the value of an uniform to an array of float32 (stored as vec2)
  94685. * @param uniform defines the webGL uniform location where to store the value
  94686. * @param array defines the array of float32 to store
  94687. */
  94688. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94689. /**
  94690. * Set the value of an uniform to an array of float32 (stored as vec3)
  94691. * @param uniform defines the webGL uniform location where to store the value
  94692. * @param array defines the array of float32 to store
  94693. */
  94694. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94695. /**
  94696. * Set the value of an uniform to an array of float32 (stored as vec4)
  94697. * @param uniform defines the webGL uniform location where to store the value
  94698. * @param array defines the array of float32 to store
  94699. */
  94700. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94701. /**
  94702. * Set the value of an uniform to an array of number
  94703. * @param uniform defines the webGL uniform location where to store the value
  94704. * @param array defines the array of number to store
  94705. */
  94706. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94707. /**
  94708. * Set the value of an uniform to an array of number (stored as vec2)
  94709. * @param uniform defines the webGL uniform location where to store the value
  94710. * @param array defines the array of number to store
  94711. */
  94712. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94713. /**
  94714. * Set the value of an uniform to an array of number (stored as vec3)
  94715. * @param uniform defines the webGL uniform location where to store the value
  94716. * @param array defines the array of number to store
  94717. */
  94718. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94719. /**
  94720. * Set the value of an uniform to an array of number (stored as vec4)
  94721. * @param uniform defines the webGL uniform location where to store the value
  94722. * @param array defines the array of number to store
  94723. */
  94724. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94725. /**
  94726. * Set the value of an uniform to an array of float32 (stored as matrices)
  94727. * @param uniform defines the webGL uniform location where to store the value
  94728. * @param matrices defines the array of float32 to store
  94729. */
  94730. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94731. /**
  94732. * Set the value of an uniform to a matrix (3x3)
  94733. * @param uniform defines the webGL uniform location where to store the value
  94734. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94735. */
  94736. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94737. /**
  94738. * Set the value of an uniform to a matrix (2x2)
  94739. * @param uniform defines the webGL uniform location where to store the value
  94740. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94741. */
  94742. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94743. /**
  94744. * Set the value of an uniform to a number (int)
  94745. * @param uniform defines the webGL uniform location where to store the value
  94746. * @param value defines the int number to store
  94747. */
  94748. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94749. /**
  94750. * Set the value of an uniform to a number (float)
  94751. * @param uniform defines the webGL uniform location where to store the value
  94752. * @param value defines the float number to store
  94753. */
  94754. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94755. /**
  94756. * Set the value of an uniform to a vec2
  94757. * @param uniform defines the webGL uniform location where to store the value
  94758. * @param x defines the 1st component of the value
  94759. * @param y defines the 2nd component of the value
  94760. */
  94761. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94762. /**
  94763. * Set the value of an uniform to a vec3
  94764. * @param uniform defines the webGL uniform location where to store the value
  94765. * @param x defines the 1st component of the value
  94766. * @param y defines the 2nd component of the value
  94767. * @param z defines the 3rd component of the value
  94768. */
  94769. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94770. /**
  94771. * Set the value of an uniform to a boolean
  94772. * @param uniform defines the webGL uniform location where to store the value
  94773. * @param bool defines the boolean to store
  94774. */
  94775. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94776. /**
  94777. * Set the value of an uniform to a vec4
  94778. * @param uniform defines the webGL uniform location where to store the value
  94779. * @param x defines the 1st component of the value
  94780. * @param y defines the 2nd component of the value
  94781. * @param z defines the 3rd component of the value
  94782. * @param w defines the 4th component of the value
  94783. */
  94784. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94785. /**
  94786. * Sets a Color4 on a uniform variable
  94787. * @param uniform defines the uniform location
  94788. * @param color4 defines the value to be set
  94789. */
  94790. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94791. /**
  94792. * Set various states to the webGL context
  94793. * @param culling defines backface culling state
  94794. * @param zOffset defines the value to apply to zOffset (0 by default)
  94795. * @param force defines if states must be applied even if cache is up to date
  94796. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94797. */
  94798. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94799. /**
  94800. * Set the z offset to apply to current rendering
  94801. * @param value defines the offset to apply
  94802. */
  94803. setZOffset(value: number): void;
  94804. /**
  94805. * Gets the current value of the zOffset
  94806. * @returns the current zOffset state
  94807. */
  94808. getZOffset(): number;
  94809. /**
  94810. * Enable or disable depth buffering
  94811. * @param enable defines the state to set
  94812. */
  94813. setDepthBuffer(enable: boolean): void;
  94814. /**
  94815. * Gets a boolean indicating if depth writing is enabled
  94816. * @returns the current depth writing state
  94817. */
  94818. getDepthWrite(): boolean;
  94819. /**
  94820. * Enable or disable depth writing
  94821. * @param enable defines the state to set
  94822. */
  94823. setDepthWrite(enable: boolean): void;
  94824. /**
  94825. * Enable or disable color writing
  94826. * @param enable defines the state to set
  94827. */
  94828. setColorWrite(enable: boolean): void;
  94829. /**
  94830. * Gets a boolean indicating if color writing is enabled
  94831. * @returns the current color writing state
  94832. */
  94833. getColorWrite(): boolean;
  94834. /**
  94835. * Sets alpha constants used by some alpha blending modes
  94836. * @param r defines the red component
  94837. * @param g defines the green component
  94838. * @param b defines the blue component
  94839. * @param a defines the alpha component
  94840. */
  94841. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94842. /**
  94843. * Sets the current alpha mode
  94844. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94845. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94846. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94847. */
  94848. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94849. /**
  94850. * Gets the current alpha mode
  94851. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94852. * @returns the current alpha mode
  94853. */
  94854. getAlphaMode(): number;
  94855. /**
  94856. * Clears the list of texture accessible through engine.
  94857. * This can help preventing texture load conflict due to name collision.
  94858. */
  94859. clearInternalTexturesCache(): void;
  94860. /**
  94861. * Force the entire cache to be cleared
  94862. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  94863. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  94864. */
  94865. wipeCaches(bruteForce?: boolean): void;
  94866. /**
  94867. * Set the compressed texture format to use, based on the formats you have, and the formats
  94868. * supported by the hardware / browser.
  94869. *
  94870. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  94871. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  94872. * to API arguments needed to compressed textures. This puts the burden on the container
  94873. * generator to house the arcane code for determining these for current & future formats.
  94874. *
  94875. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94876. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94877. *
  94878. * Note: The result of this call is not taken into account when a texture is base64.
  94879. *
  94880. * @param formatsAvailable defines the list of those format families you have created
  94881. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  94882. *
  94883. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  94884. * @returns The extension selected.
  94885. */
  94886. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  94887. /** @hidden */
  94888. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  94889. min: number;
  94890. mag: number;
  94891. };
  94892. /** @hidden */
  94893. _createTexture(): WebGLTexture;
  94894. /**
  94895. * Usually called from Texture.ts.
  94896. * Passed information to create a WebGLTexture
  94897. * @param urlArg defines a value which contains one of the following:
  94898. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  94899. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  94900. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  94901. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  94902. * @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)
  94903. * @param scene needed for loading to the correct scene
  94904. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  94905. * @param onLoad optional callback to be called upon successful completion
  94906. * @param onError optional callback to be called upon failure
  94907. * @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
  94908. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  94909. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  94910. * @param forcedExtension defines the extension to use to pick the right loader
  94911. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  94912. * @returns a InternalTexture for assignment back into BABYLON.Texture
  94913. */
  94914. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  94915. /**
  94916. * @hidden
  94917. * Rescales a texture
  94918. * @param source input texutre
  94919. * @param destination destination texture
  94920. * @param scene scene to use to render the resize
  94921. * @param internalFormat format to use when resizing
  94922. * @param onComplete callback to be called when resize has completed
  94923. */
  94924. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  94925. private _unpackFlipYCached;
  94926. /**
  94927. * In case you are sharing the context with other applications, it might
  94928. * be interested to not cache the unpack flip y state to ensure a consistent
  94929. * value would be set.
  94930. */
  94931. enableUnpackFlipYCached: boolean;
  94932. /** @hidden */
  94933. _unpackFlipY(value: boolean): void;
  94934. /** @hidden */
  94935. _getUnpackAlignement(): number;
  94936. /**
  94937. * Creates a dynamic texture
  94938. * @param width defines the width of the texture
  94939. * @param height defines the height of the texture
  94940. * @param generateMipMaps defines if the engine should generate the mip levels
  94941. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  94942. * @returns the dynamic texture inside an InternalTexture
  94943. */
  94944. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  94945. /**
  94946. * Update the sampling mode of a given texture
  94947. * @param samplingMode defines the required sampling mode
  94948. * @param texture defines the texture to update
  94949. */
  94950. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  94951. /**
  94952. * Update the content of a dynamic texture
  94953. * @param texture defines the texture to update
  94954. * @param canvas defines the canvas containing the source
  94955. * @param invertY defines if data must be stored with Y axis inverted
  94956. * @param premulAlpha defines if alpha is stored as premultiplied
  94957. * @param format defines the format of the data
  94958. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  94959. */
  94960. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  94961. /**
  94962. * Update a video texture
  94963. * @param texture defines the texture to update
  94964. * @param video defines the video element to use
  94965. * @param invertY defines if data must be stored with Y axis inverted
  94966. */
  94967. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  94968. /**
  94969. * Updates a depth texture Comparison Mode and Function.
  94970. * If the comparison Function is equal to 0, the mode will be set to none.
  94971. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  94972. * @param texture The texture to set the comparison function for
  94973. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  94974. */
  94975. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  94976. /** @hidden */
  94977. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  94978. width: number;
  94979. height: number;
  94980. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  94981. /**
  94982. * Creates a depth stencil texture.
  94983. * This is only available in WebGL 2 or with the depth texture extension available.
  94984. * @param size The size of face edge in the texture.
  94985. * @param options The options defining the texture.
  94986. * @returns The texture
  94987. */
  94988. createDepthStencilTexture(size: number | {
  94989. width: number;
  94990. height: number;
  94991. }, options: DepthTextureCreationOptions): InternalTexture;
  94992. /**
  94993. * Creates a depth stencil texture.
  94994. * This is only available in WebGL 2 or with the depth texture extension available.
  94995. * @param size The size of face edge in the texture.
  94996. * @param options The options defining the texture.
  94997. * @returns The texture
  94998. */
  94999. private _createDepthStencilTexture;
  95000. /**
  95001. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95002. * @param renderTarget The render target to set the frame buffer for
  95003. */
  95004. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95005. /**
  95006. * Creates a new render target texture
  95007. * @param size defines the size of the texture
  95008. * @param options defines the options used to create the texture
  95009. * @returns a new render target texture stored in an InternalTexture
  95010. */
  95011. createRenderTargetTexture(size: number | {
  95012. width: number;
  95013. height: number;
  95014. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95015. /** @hidden */
  95016. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95017. /**
  95018. * Updates the sample count of a render target texture
  95019. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95020. * @param texture defines the texture to update
  95021. * @param samples defines the sample count to set
  95022. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95023. */
  95024. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95025. /** @hidden */
  95026. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95027. /** @hidden */
  95028. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95029. /** @hidden */
  95030. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95031. /** @hidden */
  95032. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95033. /**
  95034. * @hidden
  95035. */
  95036. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95037. private _prepareWebGLTextureContinuation;
  95038. private _prepareWebGLTexture;
  95039. /** @hidden */
  95040. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95041. /** @hidden */
  95042. _releaseFramebufferObjects(texture: InternalTexture): void;
  95043. /** @hidden */
  95044. _releaseTexture(texture: InternalTexture): void;
  95045. private setProgram;
  95046. private _boundUniforms;
  95047. /**
  95048. * Binds an effect to the webGL context
  95049. * @param effect defines the effect to bind
  95050. */
  95051. bindSamplers(effect: Effect): void;
  95052. private _activateCurrentTexture;
  95053. /** @hidden */
  95054. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95055. /** @hidden */
  95056. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95057. /**
  95058. * Sets a texture to the webGL context from a postprocess
  95059. * @param channel defines the channel to use
  95060. * @param postProcess defines the source postprocess
  95061. */
  95062. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95063. /**
  95064. * Binds the output of the passed in post process to the texture channel specified
  95065. * @param channel The channel the texture should be bound to
  95066. * @param postProcess The post process which's output should be bound
  95067. */
  95068. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95069. /**
  95070. * Unbind all textures from the webGL context
  95071. */
  95072. unbindAllTextures(): void;
  95073. /**
  95074. * Sets a texture to the according uniform.
  95075. * @param channel The texture channel
  95076. * @param uniform The uniform to set
  95077. * @param texture The texture to apply
  95078. */
  95079. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95080. /**
  95081. * Sets a depth stencil texture from a render target to the according uniform.
  95082. * @param channel The texture channel
  95083. * @param uniform The uniform to set
  95084. * @param texture The render target texture containing the depth stencil texture to apply
  95085. */
  95086. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95087. private _bindSamplerUniformToChannel;
  95088. private _getTextureWrapMode;
  95089. private _setTexture;
  95090. /**
  95091. * Sets an array of texture to the webGL context
  95092. * @param channel defines the channel where the texture array must be set
  95093. * @param uniform defines the associated uniform location
  95094. * @param textures defines the array of textures to bind
  95095. */
  95096. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95097. /** @hidden */
  95098. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95099. private _setTextureParameterFloat;
  95100. private _setTextureParameterInteger;
  95101. /**
  95102. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95103. * @param x defines the x coordinate of the rectangle where pixels must be read
  95104. * @param y defines the y coordinate of the rectangle where pixels must be read
  95105. * @param width defines the width of the rectangle where pixels must be read
  95106. * @param height defines the height of the rectangle where pixels must be read
  95107. * @returns a Uint8Array containing RGBA colors
  95108. */
  95109. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95110. /**
  95111. * Add an externaly attached data from its key.
  95112. * This method call will fail and return false, if such key already exists.
  95113. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95114. * @param key the unique key that identifies the data
  95115. * @param data the data object to associate to the key for this Engine instance
  95116. * @return true if no such key were already present and the data was added successfully, false otherwise
  95117. */
  95118. addExternalData<T>(key: string, data: T): boolean;
  95119. /**
  95120. * Get an externaly attached data from its key
  95121. * @param key the unique key that identifies the data
  95122. * @return the associated data, if present (can be null), or undefined if not present
  95123. */
  95124. getExternalData<T>(key: string): T;
  95125. /**
  95126. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95127. * @param key the unique key that identifies the data
  95128. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95129. * @return the associated data, can be null if the factory returned null.
  95130. */
  95131. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95132. /**
  95133. * Remove an externaly attached data from the Engine instance
  95134. * @param key the unique key that identifies the data
  95135. * @return true if the data was successfully removed, false if it doesn't exist
  95136. */
  95137. removeExternalData(key: string): boolean;
  95138. /**
  95139. * Unbind all vertex attributes from the webGL context
  95140. */
  95141. unbindAllAttributes(): void;
  95142. /**
  95143. * 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
  95144. */
  95145. releaseEffects(): void;
  95146. /**
  95147. * Dispose and release all associated resources
  95148. */
  95149. dispose(): void;
  95150. /**
  95151. * Display the loading screen
  95152. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95153. */
  95154. displayLoadingUI(): void;
  95155. /**
  95156. * Hide the loading screen
  95157. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95158. */
  95159. hideLoadingUI(): void;
  95160. /**
  95161. * Gets the current loading screen object
  95162. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95163. */
  95164. /**
  95165. * Sets the current loading screen object
  95166. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95167. */
  95168. loadingScreen: ILoadingScreen;
  95169. /**
  95170. * Sets the current loading screen text
  95171. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95172. */
  95173. loadingUIText: string;
  95174. /**
  95175. * Sets the current loading screen background color
  95176. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95177. */
  95178. loadingUIBackgroundColor: string;
  95179. /**
  95180. * Attach a new callback raised when context lost event is fired
  95181. * @param callback defines the callback to call
  95182. */
  95183. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95184. /**
  95185. * Attach a new callback raised when context restored event is fired
  95186. * @param callback defines the callback to call
  95187. */
  95188. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95189. /**
  95190. * Gets the source code of the vertex shader associated with a specific webGL program
  95191. * @param program defines the program to use
  95192. * @returns a string containing the source code of the vertex shader associated with the program
  95193. */
  95194. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95195. /**
  95196. * Gets the source code of the fragment shader associated with a specific webGL program
  95197. * @param program defines the program to use
  95198. * @returns a string containing the source code of the fragment shader associated with the program
  95199. */
  95200. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95201. /**
  95202. * Get the current error code of the webGL context
  95203. * @returns the error code
  95204. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95205. */
  95206. getError(): number;
  95207. /**
  95208. * Gets the current framerate
  95209. * @returns a number representing the framerate
  95210. */
  95211. getFps(): number;
  95212. /**
  95213. * Gets the time spent between current and previous frame
  95214. * @returns a number representing the delta time in ms
  95215. */
  95216. getDeltaTime(): number;
  95217. private _measureFps;
  95218. /** @hidden */
  95219. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95220. private _canRenderToFloatFramebuffer;
  95221. private _canRenderToHalfFloatFramebuffer;
  95222. private _canRenderToFramebuffer;
  95223. /** @hidden */
  95224. _getWebGLTextureType(type: number): number;
  95225. /** @hidden */
  95226. _getInternalFormat(format: number): number;
  95227. /** @hidden */
  95228. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95229. /** @hidden */
  95230. _getRGBAMultiSampleBufferFormat(type: number): number;
  95231. /** @hidden */
  95232. _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;
  95233. /** @hidden */
  95234. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95235. /**
  95236. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95237. * @returns true if the engine can be created
  95238. * @ignorenaming
  95239. */
  95240. static isSupported(): boolean;
  95241. /**
  95242. * Find the next highest power of two.
  95243. * @param x Number to start search from.
  95244. * @return Next highest power of two.
  95245. */
  95246. static CeilingPOT(x: number): number;
  95247. /**
  95248. * Find the next lowest power of two.
  95249. * @param x Number to start search from.
  95250. * @return Next lowest power of two.
  95251. */
  95252. static FloorPOT(x: number): number;
  95253. /**
  95254. * Find the nearest power of two.
  95255. * @param x Number to start search from.
  95256. * @return Next nearest power of two.
  95257. */
  95258. static NearestPOT(x: number): number;
  95259. /**
  95260. * Get the closest exponent of two
  95261. * @param value defines the value to approximate
  95262. * @param max defines the maximum value to return
  95263. * @param mode defines how to define the closest value
  95264. * @returns closest exponent of two of the given value
  95265. */
  95266. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95267. /**
  95268. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95269. * @param func - the function to be called
  95270. * @param requester - the object that will request the next frame. Falls back to window.
  95271. * @returns frame number
  95272. */
  95273. static QueueNewFrame(func: () => void, requester?: any): number;
  95274. /**
  95275. * Ask the browser to promote the current element to pointerlock mode
  95276. * @param element defines the DOM element to promote
  95277. */
  95278. static _RequestPointerlock(element: HTMLElement): void;
  95279. /**
  95280. * Asks the browser to exit pointerlock mode
  95281. */
  95282. static _ExitPointerlock(): void;
  95283. /**
  95284. * Ask the browser to promote the current element to fullscreen rendering mode
  95285. * @param element defines the DOM element to promote
  95286. */
  95287. static _RequestFullscreen(element: HTMLElement): void;
  95288. /**
  95289. * Asks the browser to exit fullscreen mode
  95290. */
  95291. static _ExitFullscreen(): void;
  95292. }
  95293. }
  95294. declare module BABYLON {
  95295. /**
  95296. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95297. * during the life time of the application.
  95298. */
  95299. export class EngineStore {
  95300. /** Gets the list of created engines */
  95301. static Instances: Engine[];
  95302. /** @hidden */
  95303. static _LastCreatedScene: Nullable<Scene>;
  95304. /**
  95305. * Gets the latest created engine
  95306. */
  95307. static readonly LastCreatedEngine: Nullable<Engine>;
  95308. /**
  95309. * Gets the latest created scene
  95310. */
  95311. static readonly LastCreatedScene: Nullable<Scene>;
  95312. /**
  95313. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95314. * @ignorenaming
  95315. */
  95316. static UseFallbackTexture: boolean;
  95317. /**
  95318. * Texture content used if a texture cannot loaded
  95319. * @ignorenaming
  95320. */
  95321. static FallbackTexture: string;
  95322. }
  95323. }
  95324. declare module BABYLON {
  95325. /**
  95326. * Helper class that provides a small promise polyfill
  95327. */
  95328. export class PromisePolyfill {
  95329. /**
  95330. * Static function used to check if the polyfill is required
  95331. * If this is the case then the function will inject the polyfill to window.Promise
  95332. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95333. */
  95334. static Apply(force?: boolean): void;
  95335. }
  95336. }
  95337. declare module BABYLON {
  95338. interface IColor4Like {
  95339. r: float;
  95340. g: float;
  95341. b: float;
  95342. a: float;
  95343. }
  95344. /**
  95345. * Class containing a set of static utilities functions
  95346. */
  95347. export class Tools {
  95348. /**
  95349. * Gets or sets the base URL to use to load assets
  95350. */
  95351. static BaseUrl: string;
  95352. /**
  95353. * Enable/Disable Custom HTTP Request Headers globally.
  95354. * default = false
  95355. * @see CustomRequestHeaders
  95356. */
  95357. static UseCustomRequestHeaders: boolean;
  95358. /**
  95359. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95360. * i.e. when loading files, where the server/service expects an Authorization header
  95361. */
  95362. static CustomRequestHeaders: {
  95363. [key: string]: string;
  95364. };
  95365. /**
  95366. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95367. */
  95368. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95369. /**
  95370. * Default behaviour for cors in the application.
  95371. * It can be a string if the expected behavior is identical in the entire app.
  95372. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95373. */
  95374. static CorsBehavior: string | ((url: string | string[]) => string);
  95375. /**
  95376. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95377. * @ignorenaming
  95378. */
  95379. static UseFallbackTexture: boolean;
  95380. /**
  95381. * Use this object to register external classes like custom textures or material
  95382. * to allow the laoders to instantiate them
  95383. */
  95384. static RegisteredExternalClasses: {
  95385. [key: string]: Object;
  95386. };
  95387. /**
  95388. * Texture content used if a texture cannot loaded
  95389. * @ignorenaming
  95390. */
  95391. static fallbackTexture: string;
  95392. /**
  95393. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95394. * @param u defines the coordinate on X axis
  95395. * @param v defines the coordinate on Y axis
  95396. * @param width defines the width of the source data
  95397. * @param height defines the height of the source data
  95398. * @param pixels defines the source byte array
  95399. * @param color defines the output color
  95400. */
  95401. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95402. /**
  95403. * Interpolates between a and b via alpha
  95404. * @param a The lower value (returned when alpha = 0)
  95405. * @param b The upper value (returned when alpha = 1)
  95406. * @param alpha The interpolation-factor
  95407. * @return The mixed value
  95408. */
  95409. static Mix(a: number, b: number, alpha: number): number;
  95410. /**
  95411. * Tries to instantiate a new object from a given class name
  95412. * @param className defines the class name to instantiate
  95413. * @returns the new object or null if the system was not able to do the instantiation
  95414. */
  95415. static Instantiate(className: string): any;
  95416. /**
  95417. * Provides a slice function that will work even on IE
  95418. * @param data defines the array to slice
  95419. * @param start defines the start of the data (optional)
  95420. * @param end defines the end of the data (optional)
  95421. * @returns the new sliced array
  95422. */
  95423. static Slice<T>(data: T, start?: number, end?: number): T;
  95424. /**
  95425. * Polyfill for setImmediate
  95426. * @param action defines the action to execute after the current execution block
  95427. */
  95428. static SetImmediate(action: () => void): void;
  95429. /**
  95430. * Function indicating if a number is an exponent of 2
  95431. * @param value defines the value to test
  95432. * @returns true if the value is an exponent of 2
  95433. */
  95434. static IsExponentOfTwo(value: number): boolean;
  95435. private static _tmpFloatArray;
  95436. /**
  95437. * Returns the nearest 32-bit single precision float representation of a Number
  95438. * @param value A Number. If the parameter is of a different type, it will get converted
  95439. * to a number or to NaN if it cannot be converted
  95440. * @returns number
  95441. */
  95442. static FloatRound(value: number): number;
  95443. /**
  95444. * Extracts the filename from a path
  95445. * @param path defines the path to use
  95446. * @returns the filename
  95447. */
  95448. static GetFilename(path: string): string;
  95449. /**
  95450. * Extracts the "folder" part of a path (everything before the filename).
  95451. * @param uri The URI to extract the info from
  95452. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95453. * @returns The "folder" part of the path
  95454. */
  95455. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95456. /**
  95457. * Extracts text content from a DOM element hierarchy
  95458. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95459. */
  95460. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95461. /**
  95462. * Convert an angle in radians to degrees
  95463. * @param angle defines the angle to convert
  95464. * @returns the angle in degrees
  95465. */
  95466. static ToDegrees(angle: number): number;
  95467. /**
  95468. * Convert an angle in degrees to radians
  95469. * @param angle defines the angle to convert
  95470. * @returns the angle in radians
  95471. */
  95472. static ToRadians(angle: number): number;
  95473. /**
  95474. * Encode a buffer to a base64 string
  95475. * @param buffer defines the buffer to encode
  95476. * @returns the encoded string
  95477. */
  95478. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95479. /**
  95480. * Returns an array if obj is not an array
  95481. * @param obj defines the object to evaluate as an array
  95482. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95483. * @returns either obj directly if obj is an array or a new array containing obj
  95484. */
  95485. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95486. /**
  95487. * Gets the pointer prefix to use
  95488. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95489. */
  95490. static GetPointerPrefix(): string;
  95491. /**
  95492. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95493. * @param url define the url we are trying
  95494. * @param element define the dom element where to configure the cors policy
  95495. */
  95496. static SetCorsBehavior(url: string | string[], element: {
  95497. crossOrigin: string | null;
  95498. }): void;
  95499. /**
  95500. * Removes unwanted characters from an url
  95501. * @param url defines the url to clean
  95502. * @returns the cleaned url
  95503. */
  95504. static CleanUrl(url: string): string;
  95505. /**
  95506. * Gets or sets a function used to pre-process url before using them to load assets
  95507. */
  95508. static PreprocessUrl: (url: string) => string;
  95509. /**
  95510. * Loads an image as an HTMLImageElement.
  95511. * @param input url string, ArrayBuffer, or Blob to load
  95512. * @param onLoad callback called when the image successfully loads
  95513. * @param onError callback called when the image fails to load
  95514. * @param offlineProvider offline provider for caching
  95515. * @returns the HTMLImageElement of the loaded image
  95516. */
  95517. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95518. /**
  95519. * Loads a file
  95520. * @param url url string, ArrayBuffer, or Blob to load
  95521. * @param onSuccess callback called when the file successfully loads
  95522. * @param onProgress callback called while file is loading (if the server supports this mode)
  95523. * @param offlineProvider defines the offline provider for caching
  95524. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95525. * @param onError callback called when the file fails to load
  95526. * @returns a file request object
  95527. */
  95528. 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;
  95529. /**
  95530. * Loads a file from a url
  95531. * @param url the file url to load
  95532. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95533. */
  95534. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95535. /**
  95536. * Load a script (identified by an url). When the url returns, the
  95537. * content of this file is added into a new script element, attached to the DOM (body element)
  95538. * @param scriptUrl defines the url of the script to laod
  95539. * @param onSuccess defines the callback called when the script is loaded
  95540. * @param onError defines the callback to call if an error occurs
  95541. * @param scriptId defines the id of the script element
  95542. */
  95543. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95544. /**
  95545. * Load an asynchronous script (identified by an url). When the url returns, the
  95546. * content of this file is added into a new script element, attached to the DOM (body element)
  95547. * @param scriptUrl defines the url of the script to laod
  95548. * @param scriptId defines the id of the script element
  95549. * @returns a promise request object
  95550. */
  95551. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95552. /**
  95553. * Loads a file from a blob
  95554. * @param fileToLoad defines the blob to use
  95555. * @param callback defines the callback to call when data is loaded
  95556. * @param progressCallback defines the callback to call during loading process
  95557. * @returns a file request object
  95558. */
  95559. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95560. /**
  95561. * Loads a file
  95562. * @param fileToLoad defines the file to load
  95563. * @param callback defines the callback to call when data is loaded
  95564. * @param progressCallBack defines the callback to call during loading process
  95565. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95566. * @returns a file request object
  95567. */
  95568. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95569. /**
  95570. * Creates a data url from a given string content
  95571. * @param content defines the content to convert
  95572. * @returns the new data url link
  95573. */
  95574. static FileAsURL(content: string): string;
  95575. /**
  95576. * Format the given number to a specific decimal format
  95577. * @param value defines the number to format
  95578. * @param decimals defines the number of decimals to use
  95579. * @returns the formatted string
  95580. */
  95581. static Format(value: number, decimals?: number): string;
  95582. /**
  95583. * Tries to copy an object by duplicating every property
  95584. * @param source defines the source object
  95585. * @param destination defines the target object
  95586. * @param doNotCopyList defines a list of properties to avoid
  95587. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95588. */
  95589. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95590. /**
  95591. * Gets a boolean indicating if the given object has no own property
  95592. * @param obj defines the object to test
  95593. * @returns true if object has no own property
  95594. */
  95595. static IsEmpty(obj: any): boolean;
  95596. /**
  95597. * Function used to register events at window level
  95598. * @param events defines the events to register
  95599. */
  95600. static RegisterTopRootEvents(events: {
  95601. name: string;
  95602. handler: Nullable<(e: FocusEvent) => any>;
  95603. }[]): void;
  95604. /**
  95605. * Function used to unregister events from window level
  95606. * @param events defines the events to unregister
  95607. */
  95608. static UnregisterTopRootEvents(events: {
  95609. name: string;
  95610. handler: Nullable<(e: FocusEvent) => any>;
  95611. }[]): void;
  95612. /**
  95613. * @ignore
  95614. */
  95615. static _ScreenshotCanvas: HTMLCanvasElement;
  95616. /**
  95617. * Dumps the current bound framebuffer
  95618. * @param width defines the rendering width
  95619. * @param height defines the rendering height
  95620. * @param engine defines the hosting engine
  95621. * @param successCallback defines the callback triggered once the data are available
  95622. * @param mimeType defines the mime type of the result
  95623. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95624. */
  95625. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95626. /**
  95627. * Converts the canvas data to blob.
  95628. * This acts as a polyfill for browsers not supporting the to blob function.
  95629. * @param canvas Defines the canvas to extract the data from
  95630. * @param successCallback Defines the callback triggered once the data are available
  95631. * @param mimeType Defines the mime type of the result
  95632. */
  95633. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95634. /**
  95635. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95636. * @param successCallback defines the callback triggered once the data are available
  95637. * @param mimeType defines the mime type of the result
  95638. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95639. */
  95640. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95641. /**
  95642. * Downloads a blob in the browser
  95643. * @param blob defines the blob to download
  95644. * @param fileName defines the name of the downloaded file
  95645. */
  95646. static Download(blob: Blob, fileName: string): void;
  95647. /**
  95648. * Captures a screenshot of the current rendering
  95649. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95650. * @param engine defines the rendering engine
  95651. * @param camera defines the source camera
  95652. * @param size This parameter can be set to a single number or to an object with the
  95653. * following (optional) properties: precision, width, height. If a single number is passed,
  95654. * it will be used for both width and height. If an object is passed, the screenshot size
  95655. * will be derived from the parameters. The precision property is a multiplier allowing
  95656. * rendering at a higher or lower resolution
  95657. * @param successCallback defines the callback receives a single parameter which contains the
  95658. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95659. * src parameter of an <img> to display it
  95660. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95661. * Check your browser for supported MIME types
  95662. */
  95663. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95664. /**
  95665. * Captures a screenshot of the current rendering
  95666. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95667. * @param engine defines the rendering engine
  95668. * @param camera defines the source camera
  95669. * @param size This parameter can be set to a single number or to an object with the
  95670. * following (optional) properties: precision, width, height. If a single number is passed,
  95671. * it will be used for both width and height. If an object is passed, the screenshot size
  95672. * will be derived from the parameters. The precision property is a multiplier allowing
  95673. * rendering at a higher or lower resolution
  95674. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95675. * Check your browser for supported MIME types
  95676. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95677. * to the src parameter of an <img> to display it
  95678. */
  95679. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  95680. /**
  95681. * Generates an image screenshot from the specified camera.
  95682. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95683. * @param engine The engine to use for rendering
  95684. * @param camera The camera to use for rendering
  95685. * @param size This parameter can be set to a single number or to an object with the
  95686. * following (optional) properties: precision, width, height. If a single number is passed,
  95687. * it will be used for both width and height. If an object is passed, the screenshot size
  95688. * will be derived from the parameters. The precision property is a multiplier allowing
  95689. * rendering at a higher or lower resolution
  95690. * @param successCallback The callback receives a single parameter which contains the
  95691. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95692. * src parameter of an <img> to display it
  95693. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95694. * Check your browser for supported MIME types
  95695. * @param samples Texture samples (default: 1)
  95696. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95697. * @param fileName A name for for the downloaded file.
  95698. */
  95699. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95700. /**
  95701. * Generates an image screenshot from the specified camera.
  95702. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95703. * @param engine The engine to use for rendering
  95704. * @param camera The camera to use for rendering
  95705. * @param size This parameter can be set to a single number or to an object with the
  95706. * following (optional) properties: precision, width, height. If a single number is passed,
  95707. * it will be used for both width and height. If an object is passed, the screenshot size
  95708. * will be derived from the parameters. The precision property is a multiplier allowing
  95709. * rendering at a higher or lower resolution
  95710. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95711. * Check your browser for supported MIME types
  95712. * @param samples Texture samples (default: 1)
  95713. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95714. * @param fileName A name for for the downloaded file.
  95715. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95716. * to the src parameter of an <img> to display it
  95717. */
  95718. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  95719. /**
  95720. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95721. * Be aware Math.random() could cause collisions, but:
  95722. * "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"
  95723. * @returns a pseudo random id
  95724. */
  95725. static RandomId(): string;
  95726. /**
  95727. * Test if the given uri is a base64 string
  95728. * @param uri The uri to test
  95729. * @return True if the uri is a base64 string or false otherwise
  95730. */
  95731. static IsBase64(uri: string): boolean;
  95732. /**
  95733. * Decode the given base64 uri.
  95734. * @param uri The uri to decode
  95735. * @return The decoded base64 data.
  95736. */
  95737. static DecodeBase64(uri: string): ArrayBuffer;
  95738. /**
  95739. * Gets the absolute url.
  95740. * @param url the input url
  95741. * @return the absolute url
  95742. */
  95743. static GetAbsoluteUrl(url: string): string;
  95744. /**
  95745. * No log
  95746. */
  95747. static readonly NoneLogLevel: number;
  95748. /**
  95749. * Only message logs
  95750. */
  95751. static readonly MessageLogLevel: number;
  95752. /**
  95753. * Only warning logs
  95754. */
  95755. static readonly WarningLogLevel: number;
  95756. /**
  95757. * Only error logs
  95758. */
  95759. static readonly ErrorLogLevel: number;
  95760. /**
  95761. * All logs
  95762. */
  95763. static readonly AllLogLevel: number;
  95764. /**
  95765. * Gets a value indicating the number of loading errors
  95766. * @ignorenaming
  95767. */
  95768. static readonly errorsCount: number;
  95769. /**
  95770. * Callback called when a new log is added
  95771. */
  95772. static OnNewCacheEntry: (entry: string) => void;
  95773. /**
  95774. * Log a message to the console
  95775. * @param message defines the message to log
  95776. */
  95777. static Log(message: string): void;
  95778. /**
  95779. * Write a warning message to the console
  95780. * @param message defines the message to log
  95781. */
  95782. static Warn(message: string): void;
  95783. /**
  95784. * Write an error message to the console
  95785. * @param message defines the message to log
  95786. */
  95787. static Error(message: string): void;
  95788. /**
  95789. * Gets current log cache (list of logs)
  95790. */
  95791. static readonly LogCache: string;
  95792. /**
  95793. * Clears the log cache
  95794. */
  95795. static ClearLogCache(): void;
  95796. /**
  95797. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95798. */
  95799. static LogLevels: number;
  95800. /**
  95801. * Checks if the window object exists
  95802. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95803. */
  95804. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95805. /**
  95806. * No performance log
  95807. */
  95808. static readonly PerformanceNoneLogLevel: number;
  95809. /**
  95810. * Use user marks to log performance
  95811. */
  95812. static readonly PerformanceUserMarkLogLevel: number;
  95813. /**
  95814. * Log performance to the console
  95815. */
  95816. static readonly PerformanceConsoleLogLevel: number;
  95817. private static _performance;
  95818. /**
  95819. * Sets the current performance log level
  95820. */
  95821. static PerformanceLogLevel: number;
  95822. private static _StartPerformanceCounterDisabled;
  95823. private static _EndPerformanceCounterDisabled;
  95824. private static _StartUserMark;
  95825. private static _EndUserMark;
  95826. private static _StartPerformanceConsole;
  95827. private static _EndPerformanceConsole;
  95828. /**
  95829. * Starts a performance counter
  95830. */
  95831. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95832. /**
  95833. * Ends a specific performance coutner
  95834. */
  95835. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95836. /**
  95837. * Gets either window.performance.now() if supported or Date.now() else
  95838. */
  95839. static readonly Now: number;
  95840. /**
  95841. * This method will return the name of the class used to create the instance of the given object.
  95842. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95843. * @param object the object to get the class name from
  95844. * @param isType defines if the object is actually a type
  95845. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95846. */
  95847. static GetClassName(object: any, isType?: boolean): string;
  95848. /**
  95849. * Gets the first element of an array satisfying a given predicate
  95850. * @param array defines the array to browse
  95851. * @param predicate defines the predicate to use
  95852. * @returns null if not found or the element
  95853. */
  95854. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95855. /**
  95856. * This method will return the name of the full name of the class, including its owning module (if any).
  95857. * 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).
  95858. * @param object the object to get the class name from
  95859. * @param isType defines if the object is actually a type
  95860. * @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.
  95861. * @ignorenaming
  95862. */
  95863. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  95864. /**
  95865. * Returns a promise that resolves after the given amount of time.
  95866. * @param delay Number of milliseconds to delay
  95867. * @returns Promise that resolves after the given amount of time
  95868. */
  95869. static DelayAsync(delay: number): Promise<void>;
  95870. }
  95871. /**
  95872. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  95873. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  95874. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  95875. * @param name The name of the class, case should be preserved
  95876. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  95877. */
  95878. export function className(name: string, module?: string): (target: Object) => void;
  95879. /**
  95880. * An implementation of a loop for asynchronous functions.
  95881. */
  95882. export class AsyncLoop {
  95883. /**
  95884. * Defines the number of iterations for the loop
  95885. */
  95886. iterations: number;
  95887. /**
  95888. * Defines the current index of the loop.
  95889. */
  95890. index: number;
  95891. private _done;
  95892. private _fn;
  95893. private _successCallback;
  95894. /**
  95895. * Constructor.
  95896. * @param iterations the number of iterations.
  95897. * @param func the function to run each iteration
  95898. * @param successCallback the callback that will be called upon succesful execution
  95899. * @param offset starting offset.
  95900. */
  95901. constructor(
  95902. /**
  95903. * Defines the number of iterations for the loop
  95904. */
  95905. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  95906. /**
  95907. * Execute the next iteration. Must be called after the last iteration was finished.
  95908. */
  95909. executeNext(): void;
  95910. /**
  95911. * Break the loop and run the success callback.
  95912. */
  95913. breakLoop(): void;
  95914. /**
  95915. * Create and run an async loop.
  95916. * @param iterations the number of iterations.
  95917. * @param fn the function to run each iteration
  95918. * @param successCallback the callback that will be called upon succesful execution
  95919. * @param offset starting offset.
  95920. * @returns the created async loop object
  95921. */
  95922. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  95923. /**
  95924. * A for-loop that will run a given number of iterations synchronous and the rest async.
  95925. * @param iterations total number of iterations
  95926. * @param syncedIterations number of synchronous iterations in each async iteration.
  95927. * @param fn the function to call each iteration.
  95928. * @param callback a success call back that will be called when iterating stops.
  95929. * @param breakFunction a break condition (optional)
  95930. * @param timeout timeout settings for the setTimeout function. default - 0.
  95931. * @returns the created async loop object
  95932. */
  95933. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  95934. }
  95935. }
  95936. declare module BABYLON {
  95937. /** @hidden */
  95938. export interface ICollisionCoordinator {
  95939. createCollider(): Collider;
  95940. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95941. init(scene: Scene): void;
  95942. }
  95943. /** @hidden */
  95944. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  95945. private _scene;
  95946. private _scaledPosition;
  95947. private _scaledVelocity;
  95948. private _finalPosition;
  95949. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95950. createCollider(): Collider;
  95951. init(scene: Scene): void;
  95952. private _collideWithWorld;
  95953. }
  95954. }
  95955. declare module BABYLON {
  95956. /**
  95957. * Class used to manage all inputs for the scene.
  95958. */
  95959. export class InputManager {
  95960. /** The distance in pixel that you have to move to prevent some events */
  95961. static DragMovementThreshold: number;
  95962. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  95963. static LongPressDelay: number;
  95964. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  95965. static DoubleClickDelay: number;
  95966. /** If you need to check double click without raising a single click at first click, enable this flag */
  95967. static ExclusiveDoubleClickMode: boolean;
  95968. private _wheelEventName;
  95969. private _onPointerMove;
  95970. private _onPointerDown;
  95971. private _onPointerUp;
  95972. private _initClickEvent;
  95973. private _initActionManager;
  95974. private _delayedSimpleClick;
  95975. private _delayedSimpleClickTimeout;
  95976. private _previousDelayedSimpleClickTimeout;
  95977. private _meshPickProceed;
  95978. private _previousButtonPressed;
  95979. private _currentPickResult;
  95980. private _previousPickResult;
  95981. private _totalPointersPressed;
  95982. private _doubleClickOccured;
  95983. private _pointerOverMesh;
  95984. private _pickedDownMesh;
  95985. private _pickedUpMesh;
  95986. private _pointerX;
  95987. private _pointerY;
  95988. private _unTranslatedPointerX;
  95989. private _unTranslatedPointerY;
  95990. private _startingPointerPosition;
  95991. private _previousStartingPointerPosition;
  95992. private _startingPointerTime;
  95993. private _previousStartingPointerTime;
  95994. private _pointerCaptures;
  95995. private _onKeyDown;
  95996. private _onKeyUp;
  95997. private _onCanvasFocusObserver;
  95998. private _onCanvasBlurObserver;
  95999. private _scene;
  96000. /**
  96001. * Creates a new InputManager
  96002. * @param scene defines the hosting scene
  96003. */
  96004. constructor(scene: Scene);
  96005. /**
  96006. * Gets the mesh that is currently under the pointer
  96007. */
  96008. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96009. /**
  96010. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96011. */
  96012. readonly unTranslatedPointer: Vector2;
  96013. /**
  96014. * Gets or sets the current on-screen X position of the pointer
  96015. */
  96016. pointerX: number;
  96017. /**
  96018. * Gets or sets the current on-screen Y position of the pointer
  96019. */
  96020. pointerY: number;
  96021. private _updatePointerPosition;
  96022. private _processPointerMove;
  96023. private _setRayOnPointerInfo;
  96024. private _checkPrePointerObservable;
  96025. /**
  96026. * Use this method to simulate a pointer move on a mesh
  96027. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96028. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96029. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96030. */
  96031. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96032. /**
  96033. * Use this method to simulate a pointer down on a mesh
  96034. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96035. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96036. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96037. */
  96038. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96039. private _processPointerDown;
  96040. /** @hidden */
  96041. _isPointerSwiping(): boolean;
  96042. /**
  96043. * Use this method to simulate a pointer up on a mesh
  96044. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96045. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96046. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96047. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96048. */
  96049. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96050. private _processPointerUp;
  96051. /**
  96052. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96053. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96054. * @returns true if the pointer was captured
  96055. */
  96056. isPointerCaptured(pointerId?: number): boolean;
  96057. /**
  96058. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96059. * @param attachUp defines if you want to attach events to pointerup
  96060. * @param attachDown defines if you want to attach events to pointerdown
  96061. * @param attachMove defines if you want to attach events to pointermove
  96062. */
  96063. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96064. /**
  96065. * Detaches all event handlers
  96066. */
  96067. detachControl(): void;
  96068. /**
  96069. * Force the value of meshUnderPointer
  96070. * @param mesh defines the mesh to use
  96071. */
  96072. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96073. /**
  96074. * Gets the mesh under the pointer
  96075. * @returns a Mesh or null if no mesh is under the pointer
  96076. */
  96077. getPointerOverMesh(): Nullable<AbstractMesh>;
  96078. }
  96079. }
  96080. declare module BABYLON {
  96081. /**
  96082. * Helper class used to generate session unique ID
  96083. */
  96084. export class UniqueIdGenerator {
  96085. private static _UniqueIdCounter;
  96086. /**
  96087. * Gets an unique (relatively to the current scene) Id
  96088. */
  96089. static readonly UniqueId: number;
  96090. }
  96091. }
  96092. declare module BABYLON {
  96093. /**
  96094. * This class defines the direct association between an animation and a target
  96095. */
  96096. export class TargetedAnimation {
  96097. /**
  96098. * Animation to perform
  96099. */
  96100. animation: Animation;
  96101. /**
  96102. * Target to animate
  96103. */
  96104. target: any;
  96105. /**
  96106. * Serialize the object
  96107. * @returns the JSON object representing the current entity
  96108. */
  96109. serialize(): any;
  96110. }
  96111. /**
  96112. * Use this class to create coordinated animations on multiple targets
  96113. */
  96114. export class AnimationGroup implements IDisposable {
  96115. /** The name of the animation group */
  96116. name: string;
  96117. private _scene;
  96118. private _targetedAnimations;
  96119. private _animatables;
  96120. private _from;
  96121. private _to;
  96122. private _isStarted;
  96123. private _isPaused;
  96124. private _speedRatio;
  96125. private _loopAnimation;
  96126. /**
  96127. * Gets or sets the unique id of the node
  96128. */
  96129. uniqueId: number;
  96130. /**
  96131. * This observable will notify when one animation have ended
  96132. */
  96133. onAnimationEndObservable: Observable<TargetedAnimation>;
  96134. /**
  96135. * Observer raised when one animation loops
  96136. */
  96137. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96138. /**
  96139. * This observable will notify when all animations have ended.
  96140. */
  96141. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96142. /**
  96143. * This observable will notify when all animations have paused.
  96144. */
  96145. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96146. /**
  96147. * This observable will notify when all animations are playing.
  96148. */
  96149. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96150. /**
  96151. * Gets the first frame
  96152. */
  96153. readonly from: number;
  96154. /**
  96155. * Gets the last frame
  96156. */
  96157. readonly to: number;
  96158. /**
  96159. * Define if the animations are started
  96160. */
  96161. readonly isStarted: boolean;
  96162. /**
  96163. * Gets a value indicating that the current group is playing
  96164. */
  96165. readonly isPlaying: boolean;
  96166. /**
  96167. * Gets or sets the speed ratio to use for all animations
  96168. */
  96169. /**
  96170. * Gets or sets the speed ratio to use for all animations
  96171. */
  96172. speedRatio: number;
  96173. /**
  96174. * Gets or sets if all animations should loop or not
  96175. */
  96176. loopAnimation: boolean;
  96177. /**
  96178. * Gets the targeted animations for this animation group
  96179. */
  96180. readonly targetedAnimations: Array<TargetedAnimation>;
  96181. /**
  96182. * returning the list of animatables controlled by this animation group.
  96183. */
  96184. readonly animatables: Array<Animatable>;
  96185. /**
  96186. * Instantiates a new Animation Group.
  96187. * This helps managing several animations at once.
  96188. * @see http://doc.babylonjs.com/how_to/group
  96189. * @param name Defines the name of the group
  96190. * @param scene Defines the scene the group belongs to
  96191. */
  96192. constructor(
  96193. /** The name of the animation group */
  96194. name: string, scene?: Nullable<Scene>);
  96195. /**
  96196. * Add an animation (with its target) in the group
  96197. * @param animation defines the animation we want to add
  96198. * @param target defines the target of the animation
  96199. * @returns the TargetedAnimation object
  96200. */
  96201. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96202. /**
  96203. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96204. * It can add constant keys at begin or end
  96205. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96206. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96207. * @returns the animation group
  96208. */
  96209. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96210. /**
  96211. * Start all animations on given targets
  96212. * @param loop defines if animations must loop
  96213. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96214. * @param from defines the from key (optional)
  96215. * @param to defines the to key (optional)
  96216. * @returns the current animation group
  96217. */
  96218. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96219. /**
  96220. * Pause all animations
  96221. * @returns the animation group
  96222. */
  96223. pause(): AnimationGroup;
  96224. /**
  96225. * Play all animations to initial state
  96226. * This function will start() the animations if they were not started or will restart() them if they were paused
  96227. * @param loop defines if animations must loop
  96228. * @returns the animation group
  96229. */
  96230. play(loop?: boolean): AnimationGroup;
  96231. /**
  96232. * Reset all animations to initial state
  96233. * @returns the animation group
  96234. */
  96235. reset(): AnimationGroup;
  96236. /**
  96237. * Restart animations from key 0
  96238. * @returns the animation group
  96239. */
  96240. restart(): AnimationGroup;
  96241. /**
  96242. * Stop all animations
  96243. * @returns the animation group
  96244. */
  96245. stop(): AnimationGroup;
  96246. /**
  96247. * Set animation weight for all animatables
  96248. * @param weight defines the weight to use
  96249. * @return the animationGroup
  96250. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96251. */
  96252. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96253. /**
  96254. * Synchronize and normalize all animatables with a source animatable
  96255. * @param root defines the root animatable to synchronize with
  96256. * @return the animationGroup
  96257. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96258. */
  96259. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96260. /**
  96261. * Goes to a specific frame in this animation group
  96262. * @param frame the frame number to go to
  96263. * @return the animationGroup
  96264. */
  96265. goToFrame(frame: number): AnimationGroup;
  96266. /**
  96267. * Dispose all associated resources
  96268. */
  96269. dispose(): void;
  96270. private _checkAnimationGroupEnded;
  96271. /**
  96272. * Clone the current animation group and returns a copy
  96273. * @param newName defines the name of the new group
  96274. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96275. * @returns the new aniamtion group
  96276. */
  96277. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96278. /**
  96279. * Serializes the animationGroup to an object
  96280. * @returns Serialized object
  96281. */
  96282. serialize(): any;
  96283. /**
  96284. * Returns a new AnimationGroup object parsed from the source provided.
  96285. * @param parsedAnimationGroup defines the source
  96286. * @param scene defines the scene that will receive the animationGroup
  96287. * @returns a new AnimationGroup
  96288. */
  96289. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96290. /**
  96291. * Returns the string "AnimationGroup"
  96292. * @returns "AnimationGroup"
  96293. */
  96294. getClassName(): string;
  96295. /**
  96296. * Creates a detailled string about the object
  96297. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96298. * @returns a string representing the object
  96299. */
  96300. toString(fullDetails?: boolean): string;
  96301. }
  96302. }
  96303. declare module BABYLON {
  96304. /**
  96305. * Define an interface for all classes that will hold resources
  96306. */
  96307. export interface IDisposable {
  96308. /**
  96309. * Releases all held resources
  96310. */
  96311. dispose(): void;
  96312. }
  96313. /** Interface defining initialization parameters for Scene class */
  96314. export interface SceneOptions {
  96315. /**
  96316. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96317. * It will improve performance when the number of geometries becomes important.
  96318. */
  96319. useGeometryUniqueIdsMap?: boolean;
  96320. /**
  96321. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96322. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96323. */
  96324. useMaterialMeshMap?: boolean;
  96325. /**
  96326. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96327. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96328. */
  96329. useClonedMeshhMap?: boolean;
  96330. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96331. virtual?: boolean;
  96332. }
  96333. /**
  96334. * Represents a scene to be rendered by the engine.
  96335. * @see http://doc.babylonjs.com/features/scene
  96336. */
  96337. export class Scene extends AbstractScene implements IAnimatable {
  96338. /** The fog is deactivated */
  96339. static readonly FOGMODE_NONE: number;
  96340. /** The fog density is following an exponential function */
  96341. static readonly FOGMODE_EXP: number;
  96342. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96343. static readonly FOGMODE_EXP2: number;
  96344. /** The fog density is following a linear function. */
  96345. static readonly FOGMODE_LINEAR: number;
  96346. /**
  96347. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96348. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96349. */
  96350. static MinDeltaTime: number;
  96351. /**
  96352. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96353. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96354. */
  96355. static MaxDeltaTime: number;
  96356. /**
  96357. * Factory used to create the default material.
  96358. * @param name The name of the material to create
  96359. * @param scene The scene to create the material for
  96360. * @returns The default material
  96361. */
  96362. static DefaultMaterialFactory(scene: Scene): Material;
  96363. /**
  96364. * Factory used to create the a collision coordinator.
  96365. * @returns The collision coordinator
  96366. */
  96367. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96368. /** @hidden */
  96369. _inputManager: InputManager;
  96370. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96371. cameraToUseForPointers: Nullable<Camera>;
  96372. /** @hidden */
  96373. readonly _isScene: boolean;
  96374. /**
  96375. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96376. */
  96377. autoClear: boolean;
  96378. /**
  96379. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96380. */
  96381. autoClearDepthAndStencil: boolean;
  96382. /**
  96383. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96384. */
  96385. clearColor: Color4;
  96386. /**
  96387. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96388. */
  96389. ambientColor: Color3;
  96390. /**
  96391. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96392. * It should only be one of the following (if not the default embedded one):
  96393. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96394. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96395. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96396. * The material properties need to be setup according to the type of texture in use.
  96397. */
  96398. environmentBRDFTexture: BaseTexture;
  96399. /** @hidden */
  96400. protected _environmentTexture: Nullable<BaseTexture>;
  96401. /**
  96402. * Texture used in all pbr material as the reflection texture.
  96403. * As in the majority of the scene they are the same (exception for multi room and so on),
  96404. * this is easier to reference from here than from all the materials.
  96405. */
  96406. /**
  96407. * Texture used in all pbr material as the reflection texture.
  96408. * As in the majority of the scene they are the same (exception for multi room and so on),
  96409. * this is easier to set here than in all the materials.
  96410. */
  96411. environmentTexture: Nullable<BaseTexture>;
  96412. /** @hidden */
  96413. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96414. /**
  96415. * Default image processing configuration used either in the rendering
  96416. * Forward main pass or through the imageProcessingPostProcess if present.
  96417. * As in the majority of the scene they are the same (exception for multi camera),
  96418. * this is easier to reference from here than from all the materials and post process.
  96419. *
  96420. * No setter as we it is a shared configuration, you can set the values instead.
  96421. */
  96422. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96423. private _forceWireframe;
  96424. /**
  96425. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96426. */
  96427. forceWireframe: boolean;
  96428. private _forcePointsCloud;
  96429. /**
  96430. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96431. */
  96432. forcePointsCloud: boolean;
  96433. /**
  96434. * Gets or sets the active clipplane 1
  96435. */
  96436. clipPlane: Nullable<Plane>;
  96437. /**
  96438. * Gets or sets the active clipplane 2
  96439. */
  96440. clipPlane2: Nullable<Plane>;
  96441. /**
  96442. * Gets or sets the active clipplane 3
  96443. */
  96444. clipPlane3: Nullable<Plane>;
  96445. /**
  96446. * Gets or sets the active clipplane 4
  96447. */
  96448. clipPlane4: Nullable<Plane>;
  96449. /**
  96450. * Gets or sets a boolean indicating if animations are enabled
  96451. */
  96452. animationsEnabled: boolean;
  96453. private _animationPropertiesOverride;
  96454. /**
  96455. * Gets or sets the animation properties override
  96456. */
  96457. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96458. /**
  96459. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96460. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96461. */
  96462. useConstantAnimationDeltaTime: boolean;
  96463. /**
  96464. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96465. * Please note that it requires to run a ray cast through the scene on every frame
  96466. */
  96467. constantlyUpdateMeshUnderPointer: boolean;
  96468. /**
  96469. * Defines the HTML cursor to use when hovering over interactive elements
  96470. */
  96471. hoverCursor: string;
  96472. /**
  96473. * Defines the HTML default cursor to use (empty by default)
  96474. */
  96475. defaultCursor: string;
  96476. /**
  96477. * This is used to call preventDefault() on pointer down
  96478. * in order to block unwanted artifacts like system double clicks
  96479. */
  96480. preventDefaultOnPointerDown: boolean;
  96481. /**
  96482. * This is used to call preventDefault() on pointer up
  96483. * in order to block unwanted artifacts like system double clicks
  96484. */
  96485. preventDefaultOnPointerUp: boolean;
  96486. /**
  96487. * Gets or sets user defined metadata
  96488. */
  96489. metadata: any;
  96490. /**
  96491. * For internal use only. Please do not use.
  96492. */
  96493. reservedDataStore: any;
  96494. /**
  96495. * Gets the name of the plugin used to load this scene (null by default)
  96496. */
  96497. loadingPluginName: string;
  96498. /**
  96499. * Use this array to add regular expressions used to disable offline support for specific urls
  96500. */
  96501. disableOfflineSupportExceptionRules: RegExp[];
  96502. /**
  96503. * An event triggered when the scene is disposed.
  96504. */
  96505. onDisposeObservable: Observable<Scene>;
  96506. private _onDisposeObserver;
  96507. /** Sets a function to be executed when this scene is disposed. */
  96508. onDispose: () => void;
  96509. /**
  96510. * An event triggered before rendering the scene (right after animations and physics)
  96511. */
  96512. onBeforeRenderObservable: Observable<Scene>;
  96513. private _onBeforeRenderObserver;
  96514. /** Sets a function to be executed before rendering this scene */
  96515. beforeRender: Nullable<() => void>;
  96516. /**
  96517. * An event triggered after rendering the scene
  96518. */
  96519. onAfterRenderObservable: Observable<Scene>;
  96520. /**
  96521. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96522. */
  96523. onAfterRenderCameraObservable: Observable<Camera>;
  96524. private _onAfterRenderObserver;
  96525. /** Sets a function to be executed after rendering this scene */
  96526. afterRender: Nullable<() => void>;
  96527. /**
  96528. * An event triggered before animating the scene
  96529. */
  96530. onBeforeAnimationsObservable: Observable<Scene>;
  96531. /**
  96532. * An event triggered after animations processing
  96533. */
  96534. onAfterAnimationsObservable: Observable<Scene>;
  96535. /**
  96536. * An event triggered before draw calls are ready to be sent
  96537. */
  96538. onBeforeDrawPhaseObservable: Observable<Scene>;
  96539. /**
  96540. * An event triggered after draw calls have been sent
  96541. */
  96542. onAfterDrawPhaseObservable: Observable<Scene>;
  96543. /**
  96544. * An event triggered when the scene is ready
  96545. */
  96546. onReadyObservable: Observable<Scene>;
  96547. /**
  96548. * An event triggered before rendering a camera
  96549. */
  96550. onBeforeCameraRenderObservable: Observable<Camera>;
  96551. private _onBeforeCameraRenderObserver;
  96552. /** Sets a function to be executed before rendering a camera*/
  96553. beforeCameraRender: () => void;
  96554. /**
  96555. * An event triggered after rendering a camera
  96556. */
  96557. onAfterCameraRenderObservable: Observable<Camera>;
  96558. private _onAfterCameraRenderObserver;
  96559. /** Sets a function to be executed after rendering a camera*/
  96560. afterCameraRender: () => void;
  96561. /**
  96562. * An event triggered when active meshes evaluation is about to start
  96563. */
  96564. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96565. /**
  96566. * An event triggered when active meshes evaluation is done
  96567. */
  96568. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96569. /**
  96570. * An event triggered when particles rendering is about to start
  96571. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96572. */
  96573. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96574. /**
  96575. * An event triggered when particles rendering is done
  96576. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96577. */
  96578. onAfterParticlesRenderingObservable: Observable<Scene>;
  96579. /**
  96580. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96581. */
  96582. onDataLoadedObservable: Observable<Scene>;
  96583. /**
  96584. * An event triggered when a camera is created
  96585. */
  96586. onNewCameraAddedObservable: Observable<Camera>;
  96587. /**
  96588. * An event triggered when a camera is removed
  96589. */
  96590. onCameraRemovedObservable: Observable<Camera>;
  96591. /**
  96592. * An event triggered when a light is created
  96593. */
  96594. onNewLightAddedObservable: Observable<Light>;
  96595. /**
  96596. * An event triggered when a light is removed
  96597. */
  96598. onLightRemovedObservable: Observable<Light>;
  96599. /**
  96600. * An event triggered when a geometry is created
  96601. */
  96602. onNewGeometryAddedObservable: Observable<Geometry>;
  96603. /**
  96604. * An event triggered when a geometry is removed
  96605. */
  96606. onGeometryRemovedObservable: Observable<Geometry>;
  96607. /**
  96608. * An event triggered when a transform node is created
  96609. */
  96610. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96611. /**
  96612. * An event triggered when a transform node is removed
  96613. */
  96614. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96615. /**
  96616. * An event triggered when a mesh is created
  96617. */
  96618. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96619. /**
  96620. * An event triggered when a mesh is removed
  96621. */
  96622. onMeshRemovedObservable: Observable<AbstractMesh>;
  96623. /**
  96624. * An event triggered when a skeleton is created
  96625. */
  96626. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96627. /**
  96628. * An event triggered when a skeleton is removed
  96629. */
  96630. onSkeletonRemovedObservable: Observable<Skeleton>;
  96631. /**
  96632. * An event triggered when a material is created
  96633. */
  96634. onNewMaterialAddedObservable: Observable<Material>;
  96635. /**
  96636. * An event triggered when a material is removed
  96637. */
  96638. onMaterialRemovedObservable: Observable<Material>;
  96639. /**
  96640. * An event triggered when a texture is created
  96641. */
  96642. onNewTextureAddedObservable: Observable<BaseTexture>;
  96643. /**
  96644. * An event triggered when a texture is removed
  96645. */
  96646. onTextureRemovedObservable: Observable<BaseTexture>;
  96647. /**
  96648. * An event triggered when render targets are about to be rendered
  96649. * Can happen multiple times per frame.
  96650. */
  96651. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96652. /**
  96653. * An event triggered when render targets were rendered.
  96654. * Can happen multiple times per frame.
  96655. */
  96656. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96657. /**
  96658. * An event triggered before calculating deterministic simulation step
  96659. */
  96660. onBeforeStepObservable: Observable<Scene>;
  96661. /**
  96662. * An event triggered after calculating deterministic simulation step
  96663. */
  96664. onAfterStepObservable: Observable<Scene>;
  96665. /**
  96666. * An event triggered when the activeCamera property is updated
  96667. */
  96668. onActiveCameraChanged: Observable<Scene>;
  96669. /**
  96670. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96671. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96672. * 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)
  96673. */
  96674. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96675. /**
  96676. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96677. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96678. * 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)
  96679. */
  96680. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96681. /**
  96682. * This Observable will when a mesh has been imported into the scene.
  96683. */
  96684. onMeshImportedObservable: Observable<AbstractMesh>;
  96685. /**
  96686. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96687. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96688. */
  96689. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96690. /** @hidden */
  96691. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96692. /**
  96693. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96694. */
  96695. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96696. /**
  96697. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96698. */
  96699. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96700. /**
  96701. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96702. */
  96703. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96704. /** Callback called when a pointer move is detected */
  96705. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96706. /** Callback called when a pointer down is detected */
  96707. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96708. /** Callback called when a pointer up is detected */
  96709. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96710. /** Callback called when a pointer pick is detected */
  96711. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96712. /**
  96713. * 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).
  96714. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96715. */
  96716. onPrePointerObservable: Observable<PointerInfoPre>;
  96717. /**
  96718. * Observable event triggered each time an input event is received from the rendering canvas
  96719. */
  96720. onPointerObservable: Observable<PointerInfo>;
  96721. /**
  96722. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96723. */
  96724. readonly unTranslatedPointer: Vector2;
  96725. /**
  96726. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96727. */
  96728. static DragMovementThreshold: number;
  96729. /**
  96730. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96731. */
  96732. static LongPressDelay: number;
  96733. /**
  96734. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96735. */
  96736. static DoubleClickDelay: number;
  96737. /** If you need to check double click without raising a single click at first click, enable this flag */
  96738. static ExclusiveDoubleClickMode: boolean;
  96739. /** @hidden */
  96740. _mirroredCameraPosition: Nullable<Vector3>;
  96741. /**
  96742. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96743. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96744. */
  96745. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96746. /**
  96747. * Observable event triggered each time an keyboard event is received from the hosting window
  96748. */
  96749. onKeyboardObservable: Observable<KeyboardInfo>;
  96750. private _useRightHandedSystem;
  96751. /**
  96752. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96753. */
  96754. useRightHandedSystem: boolean;
  96755. private _timeAccumulator;
  96756. private _currentStepId;
  96757. private _currentInternalStep;
  96758. /**
  96759. * Sets the step Id used by deterministic lock step
  96760. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96761. * @param newStepId defines the step Id
  96762. */
  96763. setStepId(newStepId: number): void;
  96764. /**
  96765. * Gets the step Id used by deterministic lock step
  96766. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96767. * @returns the step Id
  96768. */
  96769. getStepId(): number;
  96770. /**
  96771. * Gets the internal step used by deterministic lock step
  96772. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96773. * @returns the internal step
  96774. */
  96775. getInternalStep(): number;
  96776. private _fogEnabled;
  96777. /**
  96778. * Gets or sets a boolean indicating if fog is enabled on this scene
  96779. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96780. * (Default is true)
  96781. */
  96782. fogEnabled: boolean;
  96783. private _fogMode;
  96784. /**
  96785. * Gets or sets the fog mode to use
  96786. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96787. * | mode | value |
  96788. * | --- | --- |
  96789. * | FOGMODE_NONE | 0 |
  96790. * | FOGMODE_EXP | 1 |
  96791. * | FOGMODE_EXP2 | 2 |
  96792. * | FOGMODE_LINEAR | 3 |
  96793. */
  96794. fogMode: number;
  96795. /**
  96796. * Gets or sets the fog color to use
  96797. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96798. * (Default is Color3(0.2, 0.2, 0.3))
  96799. */
  96800. fogColor: Color3;
  96801. /**
  96802. * Gets or sets the fog density to use
  96803. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96804. * (Default is 0.1)
  96805. */
  96806. fogDensity: number;
  96807. /**
  96808. * Gets or sets the fog start distance to use
  96809. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96810. * (Default is 0)
  96811. */
  96812. fogStart: number;
  96813. /**
  96814. * Gets or sets the fog end distance to use
  96815. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96816. * (Default is 1000)
  96817. */
  96818. fogEnd: number;
  96819. private _shadowsEnabled;
  96820. /**
  96821. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96822. */
  96823. shadowsEnabled: boolean;
  96824. private _lightsEnabled;
  96825. /**
  96826. * Gets or sets a boolean indicating if lights are enabled on this scene
  96827. */
  96828. lightsEnabled: boolean;
  96829. /** All of the active cameras added to this scene. */
  96830. activeCameras: Camera[];
  96831. /** @hidden */
  96832. _activeCamera: Nullable<Camera>;
  96833. /** Gets or sets the current active camera */
  96834. activeCamera: Nullable<Camera>;
  96835. private _defaultMaterial;
  96836. /** The default material used on meshes when no material is affected */
  96837. /** The default material used on meshes when no material is affected */
  96838. defaultMaterial: Material;
  96839. private _texturesEnabled;
  96840. /**
  96841. * Gets or sets a boolean indicating if textures are enabled on this scene
  96842. */
  96843. texturesEnabled: boolean;
  96844. /**
  96845. * Gets or sets a boolean indicating if particles are enabled on this scene
  96846. */
  96847. particlesEnabled: boolean;
  96848. /**
  96849. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96850. */
  96851. spritesEnabled: boolean;
  96852. private _skeletonsEnabled;
  96853. /**
  96854. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96855. */
  96856. skeletonsEnabled: boolean;
  96857. /**
  96858. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96859. */
  96860. lensFlaresEnabled: boolean;
  96861. /**
  96862. * Gets or sets a boolean indicating if collisions are enabled on this scene
  96863. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96864. */
  96865. collisionsEnabled: boolean;
  96866. private _collisionCoordinator;
  96867. /** @hidden */
  96868. readonly collisionCoordinator: ICollisionCoordinator;
  96869. /**
  96870. * Defines the gravity applied to this scene (used only for collisions)
  96871. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96872. */
  96873. gravity: Vector3;
  96874. /**
  96875. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  96876. */
  96877. postProcessesEnabled: boolean;
  96878. /**
  96879. * The list of postprocesses added to the scene
  96880. */
  96881. postProcesses: PostProcess[];
  96882. /**
  96883. * Gets the current postprocess manager
  96884. */
  96885. postProcessManager: PostProcessManager;
  96886. /**
  96887. * Gets or sets a boolean indicating if render targets are enabled on this scene
  96888. */
  96889. renderTargetsEnabled: boolean;
  96890. /**
  96891. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  96892. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  96893. */
  96894. dumpNextRenderTargets: boolean;
  96895. /**
  96896. * The list of user defined render targets added to the scene
  96897. */
  96898. customRenderTargets: RenderTargetTexture[];
  96899. /**
  96900. * Defines if texture loading must be delayed
  96901. * If true, textures will only be loaded when they need to be rendered
  96902. */
  96903. useDelayedTextureLoading: boolean;
  96904. /**
  96905. * Gets the list of meshes imported to the scene through SceneLoader
  96906. */
  96907. importedMeshesFiles: String[];
  96908. /**
  96909. * Gets or sets a boolean indicating if probes are enabled on this scene
  96910. */
  96911. probesEnabled: boolean;
  96912. /**
  96913. * Gets or sets the current offline provider to use to store scene data
  96914. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  96915. */
  96916. offlineProvider: IOfflineProvider;
  96917. /**
  96918. * Gets or sets the action manager associated with the scene
  96919. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  96920. */
  96921. actionManager: AbstractActionManager;
  96922. private _meshesForIntersections;
  96923. /**
  96924. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  96925. */
  96926. proceduralTexturesEnabled: boolean;
  96927. private _engine;
  96928. private _totalVertices;
  96929. /** @hidden */
  96930. _activeIndices: PerfCounter;
  96931. /** @hidden */
  96932. _activeParticles: PerfCounter;
  96933. /** @hidden */
  96934. _activeBones: PerfCounter;
  96935. private _animationRatio;
  96936. /** @hidden */
  96937. _animationTimeLast: number;
  96938. /** @hidden */
  96939. _animationTime: number;
  96940. /**
  96941. * Gets or sets a general scale for animation speed
  96942. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  96943. */
  96944. animationTimeScale: number;
  96945. /** @hidden */
  96946. _cachedMaterial: Nullable<Material>;
  96947. /** @hidden */
  96948. _cachedEffect: Nullable<Effect>;
  96949. /** @hidden */
  96950. _cachedVisibility: Nullable<number>;
  96951. private _renderId;
  96952. private _frameId;
  96953. private _executeWhenReadyTimeoutId;
  96954. private _intermediateRendering;
  96955. private _viewUpdateFlag;
  96956. private _projectionUpdateFlag;
  96957. /** @hidden */
  96958. _toBeDisposed: Nullable<IDisposable>[];
  96959. private _activeRequests;
  96960. /** @hidden */
  96961. _pendingData: any[];
  96962. private _isDisposed;
  96963. /**
  96964. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  96965. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  96966. */
  96967. dispatchAllSubMeshesOfActiveMeshes: boolean;
  96968. private _activeMeshes;
  96969. private _processedMaterials;
  96970. private _renderTargets;
  96971. /** @hidden */
  96972. _activeParticleSystems: SmartArray<IParticleSystem>;
  96973. private _activeSkeletons;
  96974. private _softwareSkinnedMeshes;
  96975. private _renderingManager;
  96976. /** @hidden */
  96977. _activeAnimatables: Animatable[];
  96978. private _transformMatrix;
  96979. private _sceneUbo;
  96980. /** @hidden */
  96981. _viewMatrix: Matrix;
  96982. private _projectionMatrix;
  96983. /** @hidden */
  96984. _forcedViewPosition: Nullable<Vector3>;
  96985. /** @hidden */
  96986. _frustumPlanes: Plane[];
  96987. /**
  96988. * Gets the list of frustum planes (built from the active camera)
  96989. */
  96990. readonly frustumPlanes: Plane[];
  96991. /**
  96992. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  96993. * This is useful if there are more lights that the maximum simulteanous authorized
  96994. */
  96995. requireLightSorting: boolean;
  96996. /** @hidden */
  96997. readonly useMaterialMeshMap: boolean;
  96998. /** @hidden */
  96999. readonly useClonedMeshhMap: boolean;
  97000. private _externalData;
  97001. private _uid;
  97002. /**
  97003. * @hidden
  97004. * Backing store of defined scene components.
  97005. */
  97006. _components: ISceneComponent[];
  97007. /**
  97008. * @hidden
  97009. * Backing store of defined scene components.
  97010. */
  97011. _serializableComponents: ISceneSerializableComponent[];
  97012. /**
  97013. * List of components to register on the next registration step.
  97014. */
  97015. private _transientComponents;
  97016. /**
  97017. * Registers the transient components if needed.
  97018. */
  97019. private _registerTransientComponents;
  97020. /**
  97021. * @hidden
  97022. * Add a component to the scene.
  97023. * Note that the ccomponent could be registered on th next frame if this is called after
  97024. * the register component stage.
  97025. * @param component Defines the component to add to the scene
  97026. */
  97027. _addComponent(component: ISceneComponent): void;
  97028. /**
  97029. * @hidden
  97030. * Gets a component from the scene.
  97031. * @param name defines the name of the component to retrieve
  97032. * @returns the component or null if not present
  97033. */
  97034. _getComponent(name: string): Nullable<ISceneComponent>;
  97035. /**
  97036. * @hidden
  97037. * Defines the actions happening before camera updates.
  97038. */
  97039. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97040. /**
  97041. * @hidden
  97042. * Defines the actions happening before clear the canvas.
  97043. */
  97044. _beforeClearStage: Stage<SimpleStageAction>;
  97045. /**
  97046. * @hidden
  97047. * Defines the actions when collecting render targets for the frame.
  97048. */
  97049. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97050. /**
  97051. * @hidden
  97052. * Defines the actions happening for one camera in the frame.
  97053. */
  97054. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97055. /**
  97056. * @hidden
  97057. * Defines the actions happening during the per mesh ready checks.
  97058. */
  97059. _isReadyForMeshStage: Stage<MeshStageAction>;
  97060. /**
  97061. * @hidden
  97062. * Defines the actions happening before evaluate active mesh checks.
  97063. */
  97064. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97065. /**
  97066. * @hidden
  97067. * Defines the actions happening during the evaluate sub mesh checks.
  97068. */
  97069. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97070. /**
  97071. * @hidden
  97072. * Defines the actions happening during the active mesh stage.
  97073. */
  97074. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97075. /**
  97076. * @hidden
  97077. * Defines the actions happening during the per camera render target step.
  97078. */
  97079. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97080. /**
  97081. * @hidden
  97082. * Defines the actions happening just before the active camera is drawing.
  97083. */
  97084. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97085. /**
  97086. * @hidden
  97087. * Defines the actions happening just before a render target is drawing.
  97088. */
  97089. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97090. /**
  97091. * @hidden
  97092. * Defines the actions happening just before a rendering group is drawing.
  97093. */
  97094. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97095. /**
  97096. * @hidden
  97097. * Defines the actions happening just before a mesh is drawing.
  97098. */
  97099. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97100. /**
  97101. * @hidden
  97102. * Defines the actions happening just after a mesh has been drawn.
  97103. */
  97104. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97105. /**
  97106. * @hidden
  97107. * Defines the actions happening just after a rendering group has been drawn.
  97108. */
  97109. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97110. /**
  97111. * @hidden
  97112. * Defines the actions happening just after the active camera has been drawn.
  97113. */
  97114. _afterCameraDrawStage: Stage<CameraStageAction>;
  97115. /**
  97116. * @hidden
  97117. * Defines the actions happening just after a render target has been drawn.
  97118. */
  97119. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97120. /**
  97121. * @hidden
  97122. * Defines the actions happening just after rendering all cameras and computing intersections.
  97123. */
  97124. _afterRenderStage: Stage<SimpleStageAction>;
  97125. /**
  97126. * @hidden
  97127. * Defines the actions happening when a pointer move event happens.
  97128. */
  97129. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97130. /**
  97131. * @hidden
  97132. * Defines the actions happening when a pointer down event happens.
  97133. */
  97134. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97135. /**
  97136. * @hidden
  97137. * Defines the actions happening when a pointer up event happens.
  97138. */
  97139. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97140. /**
  97141. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97142. */
  97143. private geometriesByUniqueId;
  97144. /**
  97145. * Creates a new Scene
  97146. * @param engine defines the engine to use to render this scene
  97147. * @param options defines the scene options
  97148. */
  97149. constructor(engine: Engine, options?: SceneOptions);
  97150. /**
  97151. * Gets a string idenfifying the name of the class
  97152. * @returns "Scene" string
  97153. */
  97154. getClassName(): string;
  97155. private _defaultMeshCandidates;
  97156. /**
  97157. * @hidden
  97158. */
  97159. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97160. private _defaultSubMeshCandidates;
  97161. /**
  97162. * @hidden
  97163. */
  97164. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97165. /**
  97166. * Sets the default candidate providers for the scene.
  97167. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97168. * and getCollidingSubMeshCandidates to their default function
  97169. */
  97170. setDefaultCandidateProviders(): void;
  97171. /**
  97172. * Gets the mesh that is currently under the pointer
  97173. */
  97174. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97175. /**
  97176. * Gets or sets the current on-screen X position of the pointer
  97177. */
  97178. pointerX: number;
  97179. /**
  97180. * Gets or sets the current on-screen Y position of the pointer
  97181. */
  97182. pointerY: number;
  97183. /**
  97184. * Gets the cached material (ie. the latest rendered one)
  97185. * @returns the cached material
  97186. */
  97187. getCachedMaterial(): Nullable<Material>;
  97188. /**
  97189. * Gets the cached effect (ie. the latest rendered one)
  97190. * @returns the cached effect
  97191. */
  97192. getCachedEffect(): Nullable<Effect>;
  97193. /**
  97194. * Gets the cached visibility state (ie. the latest rendered one)
  97195. * @returns the cached visibility state
  97196. */
  97197. getCachedVisibility(): Nullable<number>;
  97198. /**
  97199. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97200. * @param material defines the current material
  97201. * @param effect defines the current effect
  97202. * @param visibility defines the current visibility state
  97203. * @returns true if one parameter is not cached
  97204. */
  97205. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97206. /**
  97207. * Gets the engine associated with the scene
  97208. * @returns an Engine
  97209. */
  97210. getEngine(): Engine;
  97211. /**
  97212. * Gets the total number of vertices rendered per frame
  97213. * @returns the total number of vertices rendered per frame
  97214. */
  97215. getTotalVertices(): number;
  97216. /**
  97217. * Gets the performance counter for total vertices
  97218. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97219. */
  97220. readonly totalVerticesPerfCounter: PerfCounter;
  97221. /**
  97222. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97223. * @returns the total number of active indices rendered per frame
  97224. */
  97225. getActiveIndices(): number;
  97226. /**
  97227. * Gets the performance counter for active indices
  97228. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97229. */
  97230. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97231. /**
  97232. * Gets the total number of active particles rendered per frame
  97233. * @returns the total number of active particles rendered per frame
  97234. */
  97235. getActiveParticles(): number;
  97236. /**
  97237. * Gets the performance counter for active particles
  97238. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97239. */
  97240. readonly activeParticlesPerfCounter: PerfCounter;
  97241. /**
  97242. * Gets the total number of active bones rendered per frame
  97243. * @returns the total number of active bones rendered per frame
  97244. */
  97245. getActiveBones(): number;
  97246. /**
  97247. * Gets the performance counter for active bones
  97248. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97249. */
  97250. readonly activeBonesPerfCounter: PerfCounter;
  97251. /**
  97252. * Gets the array of active meshes
  97253. * @returns an array of AbstractMesh
  97254. */
  97255. getActiveMeshes(): SmartArray<AbstractMesh>;
  97256. /**
  97257. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97258. * @returns a number
  97259. */
  97260. getAnimationRatio(): number;
  97261. /**
  97262. * Gets an unique Id for the current render phase
  97263. * @returns a number
  97264. */
  97265. getRenderId(): number;
  97266. /**
  97267. * Gets an unique Id for the current frame
  97268. * @returns a number
  97269. */
  97270. getFrameId(): number;
  97271. /** Call this function if you want to manually increment the render Id*/
  97272. incrementRenderId(): void;
  97273. private _createUbo;
  97274. /**
  97275. * Use this method to simulate a pointer move on a mesh
  97276. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97277. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97278. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97279. * @returns the current scene
  97280. */
  97281. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97282. /**
  97283. * Use this method to simulate a pointer down on a mesh
  97284. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97285. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97286. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97287. * @returns the current scene
  97288. */
  97289. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97290. /**
  97291. * Use this method to simulate a pointer up on a mesh
  97292. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97293. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97294. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97295. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97296. * @returns the current scene
  97297. */
  97298. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97299. /**
  97300. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97301. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97302. * @returns true if the pointer was captured
  97303. */
  97304. isPointerCaptured(pointerId?: number): boolean;
  97305. /**
  97306. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97307. * @param attachUp defines if you want to attach events to pointerup
  97308. * @param attachDown defines if you want to attach events to pointerdown
  97309. * @param attachMove defines if you want to attach events to pointermove
  97310. */
  97311. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97312. /** Detaches all event handlers*/
  97313. detachControl(): void;
  97314. /**
  97315. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97316. * Delay loaded resources are not taking in account
  97317. * @return true if all required resources are ready
  97318. */
  97319. isReady(): boolean;
  97320. /** Resets all cached information relative to material (including effect and visibility) */
  97321. resetCachedMaterial(): void;
  97322. /**
  97323. * Registers a function to be called before every frame render
  97324. * @param func defines the function to register
  97325. */
  97326. registerBeforeRender(func: () => void): void;
  97327. /**
  97328. * Unregisters a function called before every frame render
  97329. * @param func defines the function to unregister
  97330. */
  97331. unregisterBeforeRender(func: () => void): void;
  97332. /**
  97333. * Registers a function to be called after every frame render
  97334. * @param func defines the function to register
  97335. */
  97336. registerAfterRender(func: () => void): void;
  97337. /**
  97338. * Unregisters a function called after every frame render
  97339. * @param func defines the function to unregister
  97340. */
  97341. unregisterAfterRender(func: () => void): void;
  97342. private _executeOnceBeforeRender;
  97343. /**
  97344. * The provided function will run before render once and will be disposed afterwards.
  97345. * A timeout delay can be provided so that the function will be executed in N ms.
  97346. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97347. * @param func The function to be executed.
  97348. * @param timeout optional delay in ms
  97349. */
  97350. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97351. /** @hidden */
  97352. _addPendingData(data: any): void;
  97353. /** @hidden */
  97354. _removePendingData(data: any): void;
  97355. /**
  97356. * Returns the number of items waiting to be loaded
  97357. * @returns the number of items waiting to be loaded
  97358. */
  97359. getWaitingItemsCount(): number;
  97360. /**
  97361. * Returns a boolean indicating if the scene is still loading data
  97362. */
  97363. readonly isLoading: boolean;
  97364. /**
  97365. * Registers a function to be executed when the scene is ready
  97366. * @param {Function} func - the function to be executed
  97367. */
  97368. executeWhenReady(func: () => void): void;
  97369. /**
  97370. * Returns a promise that resolves when the scene is ready
  97371. * @returns A promise that resolves when the scene is ready
  97372. */
  97373. whenReadyAsync(): Promise<void>;
  97374. /** @hidden */
  97375. _checkIsReady(): void;
  97376. /**
  97377. * Gets all animatable attached to the scene
  97378. */
  97379. readonly animatables: Animatable[];
  97380. /**
  97381. * Resets the last animation time frame.
  97382. * Useful to override when animations start running when loading a scene for the first time.
  97383. */
  97384. resetLastAnimationTimeFrame(): void;
  97385. /**
  97386. * Gets the current view matrix
  97387. * @returns a Matrix
  97388. */
  97389. getViewMatrix(): Matrix;
  97390. /**
  97391. * Gets the current projection matrix
  97392. * @returns a Matrix
  97393. */
  97394. getProjectionMatrix(): Matrix;
  97395. /**
  97396. * Gets the current transform matrix
  97397. * @returns a Matrix made of View * Projection
  97398. */
  97399. getTransformMatrix(): Matrix;
  97400. /**
  97401. * Sets the current transform matrix
  97402. * @param viewL defines the View matrix to use
  97403. * @param projectionL defines the Projection matrix to use
  97404. * @param viewR defines the right View matrix to use (if provided)
  97405. * @param projectionR defines the right Projection matrix to use (if provided)
  97406. */
  97407. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97408. /**
  97409. * Gets the uniform buffer used to store scene data
  97410. * @returns a UniformBuffer
  97411. */
  97412. getSceneUniformBuffer(): UniformBuffer;
  97413. /**
  97414. * Gets an unique (relatively to the current scene) Id
  97415. * @returns an unique number for the scene
  97416. */
  97417. getUniqueId(): number;
  97418. /**
  97419. * Add a mesh to the list of scene's meshes
  97420. * @param newMesh defines the mesh to add
  97421. * @param recursive if all child meshes should also be added to the scene
  97422. */
  97423. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97424. /**
  97425. * Remove a mesh for the list of scene's meshes
  97426. * @param toRemove defines the mesh to remove
  97427. * @param recursive if all child meshes should also be removed from the scene
  97428. * @returns the index where the mesh was in the mesh list
  97429. */
  97430. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97431. /**
  97432. * Add a transform node to the list of scene's transform nodes
  97433. * @param newTransformNode defines the transform node to add
  97434. */
  97435. addTransformNode(newTransformNode: TransformNode): void;
  97436. /**
  97437. * Remove a transform node for the list of scene's transform nodes
  97438. * @param toRemove defines the transform node to remove
  97439. * @returns the index where the transform node was in the transform node list
  97440. */
  97441. removeTransformNode(toRemove: TransformNode): number;
  97442. /**
  97443. * Remove a skeleton for the list of scene's skeletons
  97444. * @param toRemove defines the skeleton to remove
  97445. * @returns the index where the skeleton was in the skeleton list
  97446. */
  97447. removeSkeleton(toRemove: Skeleton): number;
  97448. /**
  97449. * Remove a morph target for the list of scene's morph targets
  97450. * @param toRemove defines the morph target to remove
  97451. * @returns the index where the morph target was in the morph target list
  97452. */
  97453. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97454. /**
  97455. * Remove a light for the list of scene's lights
  97456. * @param toRemove defines the light to remove
  97457. * @returns the index where the light was in the light list
  97458. */
  97459. removeLight(toRemove: Light): number;
  97460. /**
  97461. * Remove a camera for the list of scene's cameras
  97462. * @param toRemove defines the camera to remove
  97463. * @returns the index where the camera was in the camera list
  97464. */
  97465. removeCamera(toRemove: Camera): number;
  97466. /**
  97467. * Remove a particle system for the list of scene's particle systems
  97468. * @param toRemove defines the particle system to remove
  97469. * @returns the index where the particle system was in the particle system list
  97470. */
  97471. removeParticleSystem(toRemove: IParticleSystem): number;
  97472. /**
  97473. * Remove a animation for the list of scene's animations
  97474. * @param toRemove defines the animation to remove
  97475. * @returns the index where the animation was in the animation list
  97476. */
  97477. removeAnimation(toRemove: Animation): number;
  97478. /**
  97479. * Will stop the animation of the given target
  97480. * @param target - the target
  97481. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97482. * @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)
  97483. */
  97484. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97485. /**
  97486. * Removes the given animation group from this scene.
  97487. * @param toRemove The animation group to remove
  97488. * @returns The index of the removed animation group
  97489. */
  97490. removeAnimationGroup(toRemove: AnimationGroup): number;
  97491. /**
  97492. * Removes the given multi-material from this scene.
  97493. * @param toRemove The multi-material to remove
  97494. * @returns The index of the removed multi-material
  97495. */
  97496. removeMultiMaterial(toRemove: MultiMaterial): number;
  97497. /**
  97498. * Removes the given material from this scene.
  97499. * @param toRemove The material to remove
  97500. * @returns The index of the removed material
  97501. */
  97502. removeMaterial(toRemove: Material): number;
  97503. /**
  97504. * Removes the given action manager from this scene.
  97505. * @param toRemove The action manager to remove
  97506. * @returns The index of the removed action manager
  97507. */
  97508. removeActionManager(toRemove: AbstractActionManager): number;
  97509. /**
  97510. * Removes the given texture from this scene.
  97511. * @param toRemove The texture to remove
  97512. * @returns The index of the removed texture
  97513. */
  97514. removeTexture(toRemove: BaseTexture): number;
  97515. /**
  97516. * Adds the given light to this scene
  97517. * @param newLight The light to add
  97518. */
  97519. addLight(newLight: Light): void;
  97520. /**
  97521. * Sorts the list list based on light priorities
  97522. */
  97523. sortLightsByPriority(): void;
  97524. /**
  97525. * Adds the given camera to this scene
  97526. * @param newCamera The camera to add
  97527. */
  97528. addCamera(newCamera: Camera): void;
  97529. /**
  97530. * Adds the given skeleton to this scene
  97531. * @param newSkeleton The skeleton to add
  97532. */
  97533. addSkeleton(newSkeleton: Skeleton): void;
  97534. /**
  97535. * Adds the given particle system to this scene
  97536. * @param newParticleSystem The particle system to add
  97537. */
  97538. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97539. /**
  97540. * Adds the given animation to this scene
  97541. * @param newAnimation The animation to add
  97542. */
  97543. addAnimation(newAnimation: Animation): void;
  97544. /**
  97545. * Adds the given animation group to this scene.
  97546. * @param newAnimationGroup The animation group to add
  97547. */
  97548. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97549. /**
  97550. * Adds the given multi-material to this scene
  97551. * @param newMultiMaterial The multi-material to add
  97552. */
  97553. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97554. /**
  97555. * Adds the given material to this scene
  97556. * @param newMaterial The material to add
  97557. */
  97558. addMaterial(newMaterial: Material): void;
  97559. /**
  97560. * Adds the given morph target to this scene
  97561. * @param newMorphTargetManager The morph target to add
  97562. */
  97563. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97564. /**
  97565. * Adds the given geometry to this scene
  97566. * @param newGeometry The geometry to add
  97567. */
  97568. addGeometry(newGeometry: Geometry): void;
  97569. /**
  97570. * Adds the given action manager to this scene
  97571. * @param newActionManager The action manager to add
  97572. */
  97573. addActionManager(newActionManager: AbstractActionManager): void;
  97574. /**
  97575. * Adds the given texture to this scene.
  97576. * @param newTexture The texture to add
  97577. */
  97578. addTexture(newTexture: BaseTexture): void;
  97579. /**
  97580. * Switch active camera
  97581. * @param newCamera defines the new active camera
  97582. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97583. */
  97584. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97585. /**
  97586. * sets the active camera of the scene using its ID
  97587. * @param id defines the camera's ID
  97588. * @return the new active camera or null if none found.
  97589. */
  97590. setActiveCameraByID(id: string): Nullable<Camera>;
  97591. /**
  97592. * sets the active camera of the scene using its name
  97593. * @param name defines the camera's name
  97594. * @returns the new active camera or null if none found.
  97595. */
  97596. setActiveCameraByName(name: string): Nullable<Camera>;
  97597. /**
  97598. * get an animation group using its name
  97599. * @param name defines the material's name
  97600. * @return the animation group or null if none found.
  97601. */
  97602. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97603. /**
  97604. * Get a material using its unique id
  97605. * @param uniqueId defines the material's unique id
  97606. * @return the material or null if none found.
  97607. */
  97608. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97609. /**
  97610. * get a material using its id
  97611. * @param id defines the material's ID
  97612. * @return the material or null if none found.
  97613. */
  97614. getMaterialByID(id: string): Nullable<Material>;
  97615. /**
  97616. * Gets a the last added material using a given id
  97617. * @param id defines the material's ID
  97618. * @return the last material with the given id or null if none found.
  97619. */
  97620. getLastMaterialByID(id: string): Nullable<Material>;
  97621. /**
  97622. * Gets a material using its name
  97623. * @param name defines the material's name
  97624. * @return the material or null if none found.
  97625. */
  97626. getMaterialByName(name: string): Nullable<Material>;
  97627. /**
  97628. * Gets a camera using its id
  97629. * @param id defines the id to look for
  97630. * @returns the camera or null if not found
  97631. */
  97632. getCameraByID(id: string): Nullable<Camera>;
  97633. /**
  97634. * Gets a camera using its unique id
  97635. * @param uniqueId defines the unique id to look for
  97636. * @returns the camera or null if not found
  97637. */
  97638. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97639. /**
  97640. * Gets a camera using its name
  97641. * @param name defines the camera's name
  97642. * @return the camera or null if none found.
  97643. */
  97644. getCameraByName(name: string): Nullable<Camera>;
  97645. /**
  97646. * Gets a bone using its id
  97647. * @param id defines the bone's id
  97648. * @return the bone or null if not found
  97649. */
  97650. getBoneByID(id: string): Nullable<Bone>;
  97651. /**
  97652. * Gets a bone using its id
  97653. * @param name defines the bone's name
  97654. * @return the bone or null if not found
  97655. */
  97656. getBoneByName(name: string): Nullable<Bone>;
  97657. /**
  97658. * Gets a light node using its name
  97659. * @param name defines the the light's name
  97660. * @return the light or null if none found.
  97661. */
  97662. getLightByName(name: string): Nullable<Light>;
  97663. /**
  97664. * Gets a light node using its id
  97665. * @param id defines the light's id
  97666. * @return the light or null if none found.
  97667. */
  97668. getLightByID(id: string): Nullable<Light>;
  97669. /**
  97670. * Gets a light node using its scene-generated unique ID
  97671. * @param uniqueId defines the light's unique id
  97672. * @return the light or null if none found.
  97673. */
  97674. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97675. /**
  97676. * Gets a particle system by id
  97677. * @param id defines the particle system id
  97678. * @return the corresponding system or null if none found
  97679. */
  97680. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97681. /**
  97682. * Gets a geometry using its ID
  97683. * @param id defines the geometry's id
  97684. * @return the geometry or null if none found.
  97685. */
  97686. getGeometryByID(id: string): Nullable<Geometry>;
  97687. private _getGeometryByUniqueID;
  97688. /**
  97689. * Add a new geometry to this scene
  97690. * @param geometry defines the geometry to be added to the scene.
  97691. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97692. * @return a boolean defining if the geometry was added or not
  97693. */
  97694. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97695. /**
  97696. * Removes an existing geometry
  97697. * @param geometry defines the geometry to be removed from the scene
  97698. * @return a boolean defining if the geometry was removed or not
  97699. */
  97700. removeGeometry(geometry: Geometry): boolean;
  97701. /**
  97702. * Gets the list of geometries attached to the scene
  97703. * @returns an array of Geometry
  97704. */
  97705. getGeometries(): Geometry[];
  97706. /**
  97707. * Gets the first added mesh found of a given ID
  97708. * @param id defines the id to search for
  97709. * @return the mesh found or null if not found at all
  97710. */
  97711. getMeshByID(id: string): Nullable<AbstractMesh>;
  97712. /**
  97713. * Gets a list of meshes using their id
  97714. * @param id defines the id to search for
  97715. * @returns a list of meshes
  97716. */
  97717. getMeshesByID(id: string): Array<AbstractMesh>;
  97718. /**
  97719. * Gets the first added transform node found of a given ID
  97720. * @param id defines the id to search for
  97721. * @return the found transform node or null if not found at all.
  97722. */
  97723. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97724. /**
  97725. * Gets a transform node with its auto-generated unique id
  97726. * @param uniqueId efines the unique id to search for
  97727. * @return the found transform node or null if not found at all.
  97728. */
  97729. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97730. /**
  97731. * Gets a list of transform nodes using their id
  97732. * @param id defines the id to search for
  97733. * @returns a list of transform nodes
  97734. */
  97735. getTransformNodesByID(id: string): Array<TransformNode>;
  97736. /**
  97737. * Gets a mesh with its auto-generated unique id
  97738. * @param uniqueId defines the unique id to search for
  97739. * @return the found mesh or null if not found at all.
  97740. */
  97741. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97742. /**
  97743. * Gets a the last added mesh using a given id
  97744. * @param id defines the id to search for
  97745. * @return the found mesh or null if not found at all.
  97746. */
  97747. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97748. /**
  97749. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97750. * @param id defines the id to search for
  97751. * @return the found node or null if not found at all
  97752. */
  97753. getLastEntryByID(id: string): Nullable<Node>;
  97754. /**
  97755. * Gets a node (Mesh, Camera, Light) using a given id
  97756. * @param id defines the id to search for
  97757. * @return the found node or null if not found at all
  97758. */
  97759. getNodeByID(id: string): Nullable<Node>;
  97760. /**
  97761. * Gets a node (Mesh, Camera, Light) using a given name
  97762. * @param name defines the name to search for
  97763. * @return the found node or null if not found at all.
  97764. */
  97765. getNodeByName(name: string): Nullable<Node>;
  97766. /**
  97767. * Gets a mesh using a given name
  97768. * @param name defines the name to search for
  97769. * @return the found mesh or null if not found at all.
  97770. */
  97771. getMeshByName(name: string): Nullable<AbstractMesh>;
  97772. /**
  97773. * Gets a transform node using a given name
  97774. * @param name defines the name to search for
  97775. * @return the found transform node or null if not found at all.
  97776. */
  97777. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97778. /**
  97779. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97780. * @param id defines the id to search for
  97781. * @return the found skeleton or null if not found at all.
  97782. */
  97783. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97784. /**
  97785. * Gets a skeleton using a given auto generated unique id
  97786. * @param uniqueId defines the unique id to search for
  97787. * @return the found skeleton or null if not found at all.
  97788. */
  97789. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97790. /**
  97791. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97792. * @param id defines the id to search for
  97793. * @return the found skeleton or null if not found at all.
  97794. */
  97795. getSkeletonById(id: string): Nullable<Skeleton>;
  97796. /**
  97797. * Gets a skeleton using a given name
  97798. * @param name defines the name to search for
  97799. * @return the found skeleton or null if not found at all.
  97800. */
  97801. getSkeletonByName(name: string): Nullable<Skeleton>;
  97802. /**
  97803. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97804. * @param id defines the id to search for
  97805. * @return the found morph target manager or null if not found at all.
  97806. */
  97807. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97808. /**
  97809. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97810. * @param id defines the id to search for
  97811. * @return the found morph target or null if not found at all.
  97812. */
  97813. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97814. /**
  97815. * Gets a boolean indicating if the given mesh is active
  97816. * @param mesh defines the mesh to look for
  97817. * @returns true if the mesh is in the active list
  97818. */
  97819. isActiveMesh(mesh: AbstractMesh): boolean;
  97820. /**
  97821. * Return a unique id as a string which can serve as an identifier for the scene
  97822. */
  97823. readonly uid: string;
  97824. /**
  97825. * Add an externaly attached data from its key.
  97826. * This method call will fail and return false, if such key already exists.
  97827. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97828. * @param key the unique key that identifies the data
  97829. * @param data the data object to associate to the key for this Engine instance
  97830. * @return true if no such key were already present and the data was added successfully, false otherwise
  97831. */
  97832. addExternalData<T>(key: string, data: T): boolean;
  97833. /**
  97834. * Get an externaly attached data from its key
  97835. * @param key the unique key that identifies the data
  97836. * @return the associated data, if present (can be null), or undefined if not present
  97837. */
  97838. getExternalData<T>(key: string): Nullable<T>;
  97839. /**
  97840. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97841. * @param key the unique key that identifies the data
  97842. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97843. * @return the associated data, can be null if the factory returned null.
  97844. */
  97845. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97846. /**
  97847. * Remove an externaly attached data from the Engine instance
  97848. * @param key the unique key that identifies the data
  97849. * @return true if the data was successfully removed, false if it doesn't exist
  97850. */
  97851. removeExternalData(key: string): boolean;
  97852. private _evaluateSubMesh;
  97853. /**
  97854. * Clear the processed materials smart array preventing retention point in material dispose.
  97855. */
  97856. freeProcessedMaterials(): void;
  97857. private _preventFreeActiveMeshesAndRenderingGroups;
  97858. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97859. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97860. * when disposing several meshes in a row or a hierarchy of meshes.
  97861. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97862. */
  97863. blockfreeActiveMeshesAndRenderingGroups: boolean;
  97864. /**
  97865. * Clear the active meshes smart array preventing retention point in mesh dispose.
  97866. */
  97867. freeActiveMeshes(): void;
  97868. /**
  97869. * Clear the info related to rendering groups preventing retention points during dispose.
  97870. */
  97871. freeRenderingGroups(): void;
  97872. /** @hidden */
  97873. _isInIntermediateRendering(): boolean;
  97874. /**
  97875. * Lambda returning the list of potentially active meshes.
  97876. */
  97877. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  97878. /**
  97879. * Lambda returning the list of potentially active sub meshes.
  97880. */
  97881. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  97882. /**
  97883. * Lambda returning the list of potentially intersecting sub meshes.
  97884. */
  97885. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  97886. /**
  97887. * Lambda returning the list of potentially colliding sub meshes.
  97888. */
  97889. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  97890. private _activeMeshesFrozen;
  97891. /**
  97892. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  97893. * @returns the current scene
  97894. */
  97895. freezeActiveMeshes(): Scene;
  97896. /**
  97897. * Use this function to restart evaluating active meshes on every frame
  97898. * @returns the current scene
  97899. */
  97900. unfreezeActiveMeshes(): Scene;
  97901. private _evaluateActiveMeshes;
  97902. private _activeMesh;
  97903. /**
  97904. * Update the transform matrix to update from the current active camera
  97905. * @param force defines a boolean used to force the update even if cache is up to date
  97906. */
  97907. updateTransformMatrix(force?: boolean): void;
  97908. private _bindFrameBuffer;
  97909. /** @hidden */
  97910. _allowPostProcessClearColor: boolean;
  97911. /** @hidden */
  97912. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  97913. private _processSubCameras;
  97914. private _checkIntersections;
  97915. /** @hidden */
  97916. _advancePhysicsEngineStep(step: number): void;
  97917. /**
  97918. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  97919. */
  97920. getDeterministicFrameTime: () => number;
  97921. /** @hidden */
  97922. _animate(): void;
  97923. /** Execute all animations (for a frame) */
  97924. animate(): void;
  97925. /**
  97926. * Render the scene
  97927. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  97928. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  97929. */
  97930. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  97931. /**
  97932. * Freeze all materials
  97933. * A frozen material will not be updatable but should be faster to render
  97934. */
  97935. freezeMaterials(): void;
  97936. /**
  97937. * Unfreeze all materials
  97938. * A frozen material will not be updatable but should be faster to render
  97939. */
  97940. unfreezeMaterials(): void;
  97941. /**
  97942. * Releases all held ressources
  97943. */
  97944. dispose(): void;
  97945. /**
  97946. * Gets if the scene is already disposed
  97947. */
  97948. readonly isDisposed: boolean;
  97949. /**
  97950. * Call this function to reduce memory footprint of the scene.
  97951. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  97952. */
  97953. clearCachedVertexData(): void;
  97954. /**
  97955. * This function will remove the local cached buffer data from texture.
  97956. * It will save memory but will prevent the texture from being rebuilt
  97957. */
  97958. cleanCachedTextureBuffer(): void;
  97959. /**
  97960. * Get the world extend vectors with an optional filter
  97961. *
  97962. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  97963. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  97964. */
  97965. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  97966. min: Vector3;
  97967. max: Vector3;
  97968. };
  97969. /**
  97970. * Creates a ray that can be used to pick in the scene
  97971. * @param x defines the x coordinate of the origin (on-screen)
  97972. * @param y defines the y coordinate of the origin (on-screen)
  97973. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97974. * @param camera defines the camera to use for the picking
  97975. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97976. * @returns a Ray
  97977. */
  97978. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  97979. /**
  97980. * Creates a ray that can be used to pick in the scene
  97981. * @param x defines the x coordinate of the origin (on-screen)
  97982. * @param y defines the y coordinate of the origin (on-screen)
  97983. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97984. * @param result defines the ray where to store the picking ray
  97985. * @param camera defines the camera to use for the picking
  97986. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97987. * @returns the current scene
  97988. */
  97989. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  97990. /**
  97991. * Creates a ray that can be used to pick in the scene
  97992. * @param x defines the x coordinate of the origin (on-screen)
  97993. * @param y defines the y coordinate of the origin (on-screen)
  97994. * @param camera defines the camera to use for the picking
  97995. * @returns a Ray
  97996. */
  97997. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  97998. /**
  97999. * Creates a ray that can be used to pick in the scene
  98000. * @param x defines the x coordinate of the origin (on-screen)
  98001. * @param y defines the y coordinate of the origin (on-screen)
  98002. * @param result defines the ray where to store the picking ray
  98003. * @param camera defines the camera to use for the picking
  98004. * @returns the current scene
  98005. */
  98006. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98007. /** Launch a ray to try to pick a mesh in the scene
  98008. * @param x position on screen
  98009. * @param y position on screen
  98010. * @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
  98011. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98012. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98013. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98014. * @returns a PickingInfo
  98015. */
  98016. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98017. /** Use the given ray to pick a mesh in the scene
  98018. * @param ray The ray to use to pick meshes
  98019. * @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
  98020. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98021. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98022. * @returns a PickingInfo
  98023. */
  98024. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98025. /**
  98026. * Launch a ray to try to pick a mesh in the scene
  98027. * @param x X position on screen
  98028. * @param y Y position on screen
  98029. * @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
  98030. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98031. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98032. * @returns an array of PickingInfo
  98033. */
  98034. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98035. /**
  98036. * Launch a ray to try to pick a mesh in the scene
  98037. * @param ray Ray to use
  98038. * @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
  98039. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98040. * @returns an array of PickingInfo
  98041. */
  98042. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98043. /**
  98044. * Force the value of meshUnderPointer
  98045. * @param mesh defines the mesh to use
  98046. */
  98047. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98048. /**
  98049. * Gets the mesh under the pointer
  98050. * @returns a Mesh or null if no mesh is under the pointer
  98051. */
  98052. getPointerOverMesh(): Nullable<AbstractMesh>;
  98053. /** @hidden */
  98054. _rebuildGeometries(): void;
  98055. /** @hidden */
  98056. _rebuildTextures(): void;
  98057. private _getByTags;
  98058. /**
  98059. * Get a list of meshes by tags
  98060. * @param tagsQuery defines the tags query to use
  98061. * @param forEach defines a predicate used to filter results
  98062. * @returns an array of Mesh
  98063. */
  98064. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98065. /**
  98066. * Get a list of cameras by tags
  98067. * @param tagsQuery defines the tags query to use
  98068. * @param forEach defines a predicate used to filter results
  98069. * @returns an array of Camera
  98070. */
  98071. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98072. /**
  98073. * Get a list of lights by tags
  98074. * @param tagsQuery defines the tags query to use
  98075. * @param forEach defines a predicate used to filter results
  98076. * @returns an array of Light
  98077. */
  98078. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98079. /**
  98080. * Get a list of materials by tags
  98081. * @param tagsQuery defines the tags query to use
  98082. * @param forEach defines a predicate used to filter results
  98083. * @returns an array of Material
  98084. */
  98085. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98086. /**
  98087. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98088. * This allowed control for front to back rendering or reversly depending of the special needs.
  98089. *
  98090. * @param renderingGroupId The rendering group id corresponding to its index
  98091. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98092. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98093. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98094. */
  98095. 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;
  98096. /**
  98097. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98098. *
  98099. * @param renderingGroupId The rendering group id corresponding to its index
  98100. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98101. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98102. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98103. */
  98104. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98105. /**
  98106. * Gets the current auto clear configuration for one rendering group of the rendering
  98107. * manager.
  98108. * @param index the rendering group index to get the information for
  98109. * @returns The auto clear setup for the requested rendering group
  98110. */
  98111. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98112. private _blockMaterialDirtyMechanism;
  98113. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98114. blockMaterialDirtyMechanism: boolean;
  98115. /**
  98116. * Will flag all materials as dirty to trigger new shader compilation
  98117. * @param flag defines the flag used to specify which material part must be marked as dirty
  98118. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98119. */
  98120. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98121. /** @hidden */
  98122. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  98123. /** @hidden */
  98124. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98125. }
  98126. }
  98127. declare module BABYLON {
  98128. /**
  98129. * Set of assets to keep when moving a scene into an asset container.
  98130. */
  98131. export class KeepAssets extends AbstractScene {
  98132. }
  98133. /**
  98134. * Container with a set of assets that can be added or removed from a scene.
  98135. */
  98136. export class AssetContainer extends AbstractScene {
  98137. /**
  98138. * The scene the AssetContainer belongs to.
  98139. */
  98140. scene: Scene;
  98141. /**
  98142. * Instantiates an AssetContainer.
  98143. * @param scene The scene the AssetContainer belongs to.
  98144. */
  98145. constructor(scene: Scene);
  98146. /**
  98147. * Adds all the assets from the container to the scene.
  98148. */
  98149. addAllToScene(): void;
  98150. /**
  98151. * Removes all the assets in the container from the scene
  98152. */
  98153. removeAllFromScene(): void;
  98154. /**
  98155. * Disposes all the assets in the container
  98156. */
  98157. dispose(): void;
  98158. private _moveAssets;
  98159. /**
  98160. * Removes all the assets contained in the scene and adds them to the container.
  98161. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98162. */
  98163. moveAllFromScene(keepAssets?: KeepAssets): void;
  98164. /**
  98165. * 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.
  98166. * @returns the root mesh
  98167. */
  98168. createRootMesh(): Mesh;
  98169. }
  98170. }
  98171. declare module BABYLON {
  98172. /**
  98173. * Defines how the parser contract is defined.
  98174. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98175. */
  98176. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98177. /**
  98178. * Defines how the individual parser contract is defined.
  98179. * These parser can parse an individual asset
  98180. */
  98181. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98182. /**
  98183. * Base class of the scene acting as a container for the different elements composing a scene.
  98184. * This class is dynamically extended by the different components of the scene increasing
  98185. * flexibility and reducing coupling
  98186. */
  98187. export abstract class AbstractScene {
  98188. /**
  98189. * Stores the list of available parsers in the application.
  98190. */
  98191. private static _BabylonFileParsers;
  98192. /**
  98193. * Stores the list of available individual parsers in the application.
  98194. */
  98195. private static _IndividualBabylonFileParsers;
  98196. /**
  98197. * Adds a parser in the list of available ones
  98198. * @param name Defines the name of the parser
  98199. * @param parser Defines the parser to add
  98200. */
  98201. static AddParser(name: string, parser: BabylonFileParser): void;
  98202. /**
  98203. * Gets a general parser from the list of avaialble ones
  98204. * @param name Defines the name of the parser
  98205. * @returns the requested parser or null
  98206. */
  98207. static GetParser(name: string): Nullable<BabylonFileParser>;
  98208. /**
  98209. * Adds n individual parser in the list of available ones
  98210. * @param name Defines the name of the parser
  98211. * @param parser Defines the parser to add
  98212. */
  98213. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98214. /**
  98215. * Gets an individual parser from the list of avaialble ones
  98216. * @param name Defines the name of the parser
  98217. * @returns the requested parser or null
  98218. */
  98219. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98220. /**
  98221. * Parser json data and populate both a scene and its associated container object
  98222. * @param jsonData Defines the data to parse
  98223. * @param scene Defines the scene to parse the data for
  98224. * @param container Defines the container attached to the parsing sequence
  98225. * @param rootUrl Defines the root url of the data
  98226. */
  98227. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98228. /**
  98229. * Gets the list of root nodes (ie. nodes with no parent)
  98230. */
  98231. rootNodes: Node[];
  98232. /** All of the cameras added to this scene
  98233. * @see http://doc.babylonjs.com/babylon101/cameras
  98234. */
  98235. cameras: Camera[];
  98236. /**
  98237. * All of the lights added to this scene
  98238. * @see http://doc.babylonjs.com/babylon101/lights
  98239. */
  98240. lights: Light[];
  98241. /**
  98242. * All of the (abstract) meshes added to this scene
  98243. */
  98244. meshes: AbstractMesh[];
  98245. /**
  98246. * The list of skeletons added to the scene
  98247. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98248. */
  98249. skeletons: Skeleton[];
  98250. /**
  98251. * All of the particle systems added to this scene
  98252. * @see http://doc.babylonjs.com/babylon101/particles
  98253. */
  98254. particleSystems: IParticleSystem[];
  98255. /**
  98256. * Gets a list of Animations associated with the scene
  98257. */
  98258. animations: Animation[];
  98259. /**
  98260. * All of the animation groups added to this scene
  98261. * @see http://doc.babylonjs.com/how_to/group
  98262. */
  98263. animationGroups: AnimationGroup[];
  98264. /**
  98265. * All of the multi-materials added to this scene
  98266. * @see http://doc.babylonjs.com/how_to/multi_materials
  98267. */
  98268. multiMaterials: MultiMaterial[];
  98269. /**
  98270. * All of the materials added to this scene
  98271. * In the context of a Scene, it is not supposed to be modified manually.
  98272. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98273. * Note also that the order of the Material wihin the array is not significant and might change.
  98274. * @see http://doc.babylonjs.com/babylon101/materials
  98275. */
  98276. materials: Material[];
  98277. /**
  98278. * The list of morph target managers added to the scene
  98279. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98280. */
  98281. morphTargetManagers: MorphTargetManager[];
  98282. /**
  98283. * The list of geometries used in the scene.
  98284. */
  98285. geometries: Geometry[];
  98286. /**
  98287. * All of the tranform nodes added to this scene
  98288. * In the context of a Scene, it is not supposed to be modified manually.
  98289. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98290. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98291. * @see http://doc.babylonjs.com/how_to/transformnode
  98292. */
  98293. transformNodes: TransformNode[];
  98294. /**
  98295. * ActionManagers available on the scene.
  98296. */
  98297. actionManagers: AbstractActionManager[];
  98298. /**
  98299. * Textures to keep.
  98300. */
  98301. textures: BaseTexture[];
  98302. /**
  98303. * Environment texture for the scene
  98304. */
  98305. environmentTexture: Nullable<BaseTexture>;
  98306. }
  98307. }
  98308. declare module BABYLON {
  98309. /**
  98310. * Interface used to define options for Sound class
  98311. */
  98312. export interface ISoundOptions {
  98313. /**
  98314. * Does the sound autoplay once loaded.
  98315. */
  98316. autoplay?: boolean;
  98317. /**
  98318. * Does the sound loop after it finishes playing once.
  98319. */
  98320. loop?: boolean;
  98321. /**
  98322. * Sound's volume
  98323. */
  98324. volume?: number;
  98325. /**
  98326. * Is it a spatial sound?
  98327. */
  98328. spatialSound?: boolean;
  98329. /**
  98330. * Maximum distance to hear that sound
  98331. */
  98332. maxDistance?: number;
  98333. /**
  98334. * Uses user defined attenuation function
  98335. */
  98336. useCustomAttenuation?: boolean;
  98337. /**
  98338. * Define the roll off factor of spatial sounds.
  98339. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98340. */
  98341. rolloffFactor?: number;
  98342. /**
  98343. * Define the reference distance the sound should be heard perfectly.
  98344. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98345. */
  98346. refDistance?: number;
  98347. /**
  98348. * Define the distance attenuation model the sound will follow.
  98349. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98350. */
  98351. distanceModel?: string;
  98352. /**
  98353. * Defines the playback speed (1 by default)
  98354. */
  98355. playbackRate?: number;
  98356. /**
  98357. * Defines if the sound is from a streaming source
  98358. */
  98359. streaming?: boolean;
  98360. /**
  98361. * Defines an optional length (in seconds) inside the sound file
  98362. */
  98363. length?: number;
  98364. /**
  98365. * Defines an optional offset (in seconds) inside the sound file
  98366. */
  98367. offset?: number;
  98368. /**
  98369. * If true, URLs will not be required to state the audio file codec to use.
  98370. */
  98371. skipCodecCheck?: boolean;
  98372. }
  98373. /**
  98374. * Defines a sound that can be played in the application.
  98375. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98376. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98377. */
  98378. export class Sound {
  98379. /**
  98380. * The name of the sound in the scene.
  98381. */
  98382. name: string;
  98383. /**
  98384. * Does the sound autoplay once loaded.
  98385. */
  98386. autoplay: boolean;
  98387. /**
  98388. * Does the sound loop after it finishes playing once.
  98389. */
  98390. loop: boolean;
  98391. /**
  98392. * Does the sound use a custom attenuation curve to simulate the falloff
  98393. * happening when the source gets further away from the camera.
  98394. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98395. */
  98396. useCustomAttenuation: boolean;
  98397. /**
  98398. * The sound track id this sound belongs to.
  98399. */
  98400. soundTrackId: number;
  98401. /**
  98402. * Is this sound currently played.
  98403. */
  98404. isPlaying: boolean;
  98405. /**
  98406. * Is this sound currently paused.
  98407. */
  98408. isPaused: boolean;
  98409. /**
  98410. * Does this sound enables spatial sound.
  98411. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98412. */
  98413. spatialSound: boolean;
  98414. /**
  98415. * Define the reference distance the sound should be heard perfectly.
  98416. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98417. */
  98418. refDistance: number;
  98419. /**
  98420. * Define the roll off factor of spatial sounds.
  98421. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98422. */
  98423. rolloffFactor: number;
  98424. /**
  98425. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98426. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98427. */
  98428. maxDistance: number;
  98429. /**
  98430. * Define the distance attenuation model the sound will follow.
  98431. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98432. */
  98433. distanceModel: string;
  98434. /**
  98435. * @hidden
  98436. * Back Compat
  98437. **/
  98438. onended: () => any;
  98439. /**
  98440. * Observable event when the current playing sound finishes.
  98441. */
  98442. onEndedObservable: Observable<Sound>;
  98443. private _panningModel;
  98444. private _playbackRate;
  98445. private _streaming;
  98446. private _startTime;
  98447. private _startOffset;
  98448. private _position;
  98449. /** @hidden */
  98450. _positionInEmitterSpace: boolean;
  98451. private _localDirection;
  98452. private _volume;
  98453. private _isReadyToPlay;
  98454. private _isDirectional;
  98455. private _readyToPlayCallback;
  98456. private _audioBuffer;
  98457. private _soundSource;
  98458. private _streamingSource;
  98459. private _soundPanner;
  98460. private _soundGain;
  98461. private _inputAudioNode;
  98462. private _outputAudioNode;
  98463. private _coneInnerAngle;
  98464. private _coneOuterAngle;
  98465. private _coneOuterGain;
  98466. private _scene;
  98467. private _connectedTransformNode;
  98468. private _customAttenuationFunction;
  98469. private _registerFunc;
  98470. private _isOutputConnected;
  98471. private _htmlAudioElement;
  98472. private _urlType;
  98473. private _length?;
  98474. private _offset?;
  98475. /** @hidden */
  98476. static _SceneComponentInitialization: (scene: Scene) => void;
  98477. /**
  98478. * Create a sound and attach it to a scene
  98479. * @param name Name of your sound
  98480. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98481. * @param scene defines the scene the sound belongs to
  98482. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98483. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98484. */
  98485. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98486. /**
  98487. * Release the sound and its associated resources
  98488. */
  98489. dispose(): void;
  98490. /**
  98491. * Gets if the sounds is ready to be played or not.
  98492. * @returns true if ready, otherwise false
  98493. */
  98494. isReady(): boolean;
  98495. private _soundLoaded;
  98496. /**
  98497. * Sets the data of the sound from an audiobuffer
  98498. * @param audioBuffer The audioBuffer containing the data
  98499. */
  98500. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98501. /**
  98502. * Updates the current sounds options such as maxdistance, loop...
  98503. * @param options A JSON object containing values named as the object properties
  98504. */
  98505. updateOptions(options: ISoundOptions): void;
  98506. private _createSpatialParameters;
  98507. private _updateSpatialParameters;
  98508. /**
  98509. * Switch the panning model to HRTF:
  98510. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98511. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98512. */
  98513. switchPanningModelToHRTF(): void;
  98514. /**
  98515. * Switch the panning model to Equal Power:
  98516. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98517. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98518. */
  98519. switchPanningModelToEqualPower(): void;
  98520. private _switchPanningModel;
  98521. /**
  98522. * Connect this sound to a sound track audio node like gain...
  98523. * @param soundTrackAudioNode the sound track audio node to connect to
  98524. */
  98525. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98526. /**
  98527. * Transform this sound into a directional source
  98528. * @param coneInnerAngle Size of the inner cone in degree
  98529. * @param coneOuterAngle Size of the outer cone in degree
  98530. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98531. */
  98532. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98533. /**
  98534. * Gets or sets the inner angle for the directional cone.
  98535. */
  98536. /**
  98537. * Gets or sets the inner angle for the directional cone.
  98538. */
  98539. directionalConeInnerAngle: number;
  98540. /**
  98541. * Gets or sets the outer angle for the directional cone.
  98542. */
  98543. /**
  98544. * Gets or sets the outer angle for the directional cone.
  98545. */
  98546. directionalConeOuterAngle: number;
  98547. /**
  98548. * Sets the position of the emitter if spatial sound is enabled
  98549. * @param newPosition Defines the new posisiton
  98550. */
  98551. setPosition(newPosition: Vector3): void;
  98552. /**
  98553. * Sets the local direction of the emitter if spatial sound is enabled
  98554. * @param newLocalDirection Defines the new local direction
  98555. */
  98556. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98557. private _updateDirection;
  98558. /** @hidden */
  98559. updateDistanceFromListener(): void;
  98560. /**
  98561. * Sets a new custom attenuation function for the sound.
  98562. * @param callback Defines the function used for the attenuation
  98563. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98564. */
  98565. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98566. /**
  98567. * Play the sound
  98568. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98569. * @param offset (optional) Start the sound at a specific time in seconds
  98570. * @param length (optional) Sound duration (in seconds)
  98571. */
  98572. play(time?: number, offset?: number, length?: number): void;
  98573. private _onended;
  98574. /**
  98575. * Stop the sound
  98576. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98577. */
  98578. stop(time?: number): void;
  98579. /**
  98580. * Put the sound in pause
  98581. */
  98582. pause(): void;
  98583. /**
  98584. * Sets a dedicated volume for this sounds
  98585. * @param newVolume Define the new volume of the sound
  98586. * @param time Define time for gradual change to new volume
  98587. */
  98588. setVolume(newVolume: number, time?: number): void;
  98589. /**
  98590. * Set the sound play back rate
  98591. * @param newPlaybackRate Define the playback rate the sound should be played at
  98592. */
  98593. setPlaybackRate(newPlaybackRate: number): void;
  98594. /**
  98595. * Gets the volume of the sound.
  98596. * @returns the volume of the sound
  98597. */
  98598. getVolume(): number;
  98599. /**
  98600. * Attach the sound to a dedicated mesh
  98601. * @param transformNode The transform node to connect the sound with
  98602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98603. */
  98604. attachToMesh(transformNode: TransformNode): void;
  98605. /**
  98606. * Detach the sound from the previously attached mesh
  98607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98608. */
  98609. detachFromMesh(): void;
  98610. private _onRegisterAfterWorldMatrixUpdate;
  98611. /**
  98612. * Clone the current sound in the scene.
  98613. * @returns the new sound clone
  98614. */
  98615. clone(): Nullable<Sound>;
  98616. /**
  98617. * Gets the current underlying audio buffer containing the data
  98618. * @returns the audio buffer
  98619. */
  98620. getAudioBuffer(): Nullable<AudioBuffer>;
  98621. /**
  98622. * Serializes the Sound in a JSON representation
  98623. * @returns the JSON representation of the sound
  98624. */
  98625. serialize(): any;
  98626. /**
  98627. * Parse a JSON representation of a sound to innstantiate in a given scene
  98628. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98629. * @param scene Define the scene the new parsed sound should be created in
  98630. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98631. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98632. * @returns the newly parsed sound
  98633. */
  98634. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98635. }
  98636. }
  98637. declare module BABYLON {
  98638. /**
  98639. * This defines an action helpful to play a defined sound on a triggered action.
  98640. */
  98641. export class PlaySoundAction extends Action {
  98642. private _sound;
  98643. /**
  98644. * Instantiate the action
  98645. * @param triggerOptions defines the trigger options
  98646. * @param sound defines the sound to play
  98647. * @param condition defines the trigger related conditions
  98648. */
  98649. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98650. /** @hidden */
  98651. _prepare(): void;
  98652. /**
  98653. * Execute the action and play the sound.
  98654. */
  98655. execute(): void;
  98656. /**
  98657. * Serializes the actions and its related information.
  98658. * @param parent defines the object to serialize in
  98659. * @returns the serialized object
  98660. */
  98661. serialize(parent: any): any;
  98662. }
  98663. /**
  98664. * This defines an action helpful to stop a defined sound on a triggered action.
  98665. */
  98666. export class StopSoundAction extends Action {
  98667. private _sound;
  98668. /**
  98669. * Instantiate the action
  98670. * @param triggerOptions defines the trigger options
  98671. * @param sound defines the sound to stop
  98672. * @param condition defines the trigger related conditions
  98673. */
  98674. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98675. /** @hidden */
  98676. _prepare(): void;
  98677. /**
  98678. * Execute the action and stop the sound.
  98679. */
  98680. execute(): void;
  98681. /**
  98682. * Serializes the actions and its related information.
  98683. * @param parent defines the object to serialize in
  98684. * @returns the serialized object
  98685. */
  98686. serialize(parent: any): any;
  98687. }
  98688. }
  98689. declare module BABYLON {
  98690. /**
  98691. * This defines an action responsible to change the value of a property
  98692. * by interpolating between its current value and the newly set one once triggered.
  98693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98694. */
  98695. export class InterpolateValueAction extends Action {
  98696. /**
  98697. * Defines the path of the property where the value should be interpolated
  98698. */
  98699. propertyPath: string;
  98700. /**
  98701. * Defines the target value at the end of the interpolation.
  98702. */
  98703. value: any;
  98704. /**
  98705. * Defines the time it will take for the property to interpolate to the value.
  98706. */
  98707. duration: number;
  98708. /**
  98709. * Defines if the other scene animations should be stopped when the action has been triggered
  98710. */
  98711. stopOtherAnimations?: boolean;
  98712. /**
  98713. * Defines a callback raised once the interpolation animation has been done.
  98714. */
  98715. onInterpolationDone?: () => void;
  98716. /**
  98717. * Observable triggered once the interpolation animation has been done.
  98718. */
  98719. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98720. private _target;
  98721. private _effectiveTarget;
  98722. private _property;
  98723. /**
  98724. * Instantiate the action
  98725. * @param triggerOptions defines the trigger options
  98726. * @param target defines the object containing the value to interpolate
  98727. * @param propertyPath defines the path to the property in the target object
  98728. * @param value defines the target value at the end of the interpolation
  98729. * @param duration deines the time it will take for the property to interpolate to the value.
  98730. * @param condition defines the trigger related conditions
  98731. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98732. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98733. */
  98734. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98735. /** @hidden */
  98736. _prepare(): void;
  98737. /**
  98738. * Execute the action starts the value interpolation.
  98739. */
  98740. execute(): void;
  98741. /**
  98742. * Serializes the actions and its related information.
  98743. * @param parent defines the object to serialize in
  98744. * @returns the serialized object
  98745. */
  98746. serialize(parent: any): any;
  98747. }
  98748. }
  98749. declare module BABYLON {
  98750. /**
  98751. * Options allowed during the creation of a sound track.
  98752. */
  98753. export interface ISoundTrackOptions {
  98754. /**
  98755. * The volume the sound track should take during creation
  98756. */
  98757. volume?: number;
  98758. /**
  98759. * Define if the sound track is the main sound track of the scene
  98760. */
  98761. mainTrack?: boolean;
  98762. }
  98763. /**
  98764. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98765. * It will be also used in a future release to apply effects on a specific track.
  98766. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98767. */
  98768. export class SoundTrack {
  98769. /**
  98770. * The unique identifier of the sound track in the scene.
  98771. */
  98772. id: number;
  98773. /**
  98774. * The list of sounds included in the sound track.
  98775. */
  98776. soundCollection: Array<Sound>;
  98777. private _outputAudioNode;
  98778. private _scene;
  98779. private _isMainTrack;
  98780. private _connectedAnalyser;
  98781. private _options;
  98782. private _isInitialized;
  98783. /**
  98784. * Creates a new sound track.
  98785. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98786. * @param scene Define the scene the sound track belongs to
  98787. * @param options
  98788. */
  98789. constructor(scene: Scene, options?: ISoundTrackOptions);
  98790. private _initializeSoundTrackAudioGraph;
  98791. /**
  98792. * Release the sound track and its associated resources
  98793. */
  98794. dispose(): void;
  98795. /**
  98796. * Adds a sound to this sound track
  98797. * @param sound define the cound to add
  98798. * @ignoreNaming
  98799. */
  98800. AddSound(sound: Sound): void;
  98801. /**
  98802. * Removes a sound to this sound track
  98803. * @param sound define the cound to remove
  98804. * @ignoreNaming
  98805. */
  98806. RemoveSound(sound: Sound): void;
  98807. /**
  98808. * Set a global volume for the full sound track.
  98809. * @param newVolume Define the new volume of the sound track
  98810. */
  98811. setVolume(newVolume: number): void;
  98812. /**
  98813. * Switch the panning model to HRTF:
  98814. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98816. */
  98817. switchPanningModelToHRTF(): void;
  98818. /**
  98819. * Switch the panning model to Equal Power:
  98820. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98821. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98822. */
  98823. switchPanningModelToEqualPower(): void;
  98824. /**
  98825. * Connect the sound track to an audio analyser allowing some amazing
  98826. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98827. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98828. * @param analyser The analyser to connect to the engine
  98829. */
  98830. connectToAnalyser(analyser: Analyser): void;
  98831. }
  98832. }
  98833. declare module BABYLON {
  98834. interface AbstractScene {
  98835. /**
  98836. * The list of sounds used in the scene.
  98837. */
  98838. sounds: Nullable<Array<Sound>>;
  98839. }
  98840. interface Scene {
  98841. /**
  98842. * @hidden
  98843. * Backing field
  98844. */
  98845. _mainSoundTrack: SoundTrack;
  98846. /**
  98847. * The main sound track played by the scene.
  98848. * It cotains your primary collection of sounds.
  98849. */
  98850. mainSoundTrack: SoundTrack;
  98851. /**
  98852. * The list of sound tracks added to the scene
  98853. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98854. */
  98855. soundTracks: Nullable<Array<SoundTrack>>;
  98856. /**
  98857. * Gets a sound using a given name
  98858. * @param name defines the name to search for
  98859. * @return the found sound or null if not found at all.
  98860. */
  98861. getSoundByName(name: string): Nullable<Sound>;
  98862. /**
  98863. * Gets or sets if audio support is enabled
  98864. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98865. */
  98866. audioEnabled: boolean;
  98867. /**
  98868. * Gets or sets if audio will be output to headphones
  98869. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98870. */
  98871. headphone: boolean;
  98872. }
  98873. /**
  98874. * Defines the sound scene component responsible to manage any sounds
  98875. * in a given scene.
  98876. */
  98877. export class AudioSceneComponent implements ISceneSerializableComponent {
  98878. /**
  98879. * The component name helpfull to identify the component in the list of scene components.
  98880. */
  98881. readonly name: string;
  98882. /**
  98883. * The scene the component belongs to.
  98884. */
  98885. scene: Scene;
  98886. private _audioEnabled;
  98887. /**
  98888. * Gets whether audio is enabled or not.
  98889. * Please use related enable/disable method to switch state.
  98890. */
  98891. readonly audioEnabled: boolean;
  98892. private _headphone;
  98893. /**
  98894. * Gets whether audio is outputing to headphone or not.
  98895. * Please use the according Switch methods to change output.
  98896. */
  98897. readonly headphone: boolean;
  98898. /**
  98899. * Creates a new instance of the component for the given scene
  98900. * @param scene Defines the scene to register the component in
  98901. */
  98902. constructor(scene: Scene);
  98903. /**
  98904. * Registers the component in a given scene
  98905. */
  98906. register(): void;
  98907. /**
  98908. * Rebuilds the elements related to this component in case of
  98909. * context lost for instance.
  98910. */
  98911. rebuild(): void;
  98912. /**
  98913. * Serializes the component data to the specified json object
  98914. * @param serializationObject The object to serialize to
  98915. */
  98916. serialize(serializationObject: any): void;
  98917. /**
  98918. * Adds all the elements from the container to the scene
  98919. * @param container the container holding the elements
  98920. */
  98921. addFromContainer(container: AbstractScene): void;
  98922. /**
  98923. * Removes all the elements in the container from the scene
  98924. * @param container contains the elements to remove
  98925. * @param dispose if the removed element should be disposed (default: false)
  98926. */
  98927. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  98928. /**
  98929. * Disposes the component and the associated ressources.
  98930. */
  98931. dispose(): void;
  98932. /**
  98933. * Disables audio in the associated scene.
  98934. */
  98935. disableAudio(): void;
  98936. /**
  98937. * Enables audio in the associated scene.
  98938. */
  98939. enableAudio(): void;
  98940. /**
  98941. * Switch audio to headphone output.
  98942. */
  98943. switchAudioModeForHeadphones(): void;
  98944. /**
  98945. * Switch audio to normal speakers.
  98946. */
  98947. switchAudioModeForNormalSpeakers(): void;
  98948. private _afterRender;
  98949. }
  98950. }
  98951. declare module BABYLON {
  98952. /**
  98953. * Wraps one or more Sound objects and selects one with random weight for playback.
  98954. */
  98955. export class WeightedSound {
  98956. /** When true a Sound will be selected and played when the current playing Sound completes. */
  98957. loop: boolean;
  98958. private _coneInnerAngle;
  98959. private _coneOuterAngle;
  98960. private _volume;
  98961. /** A Sound is currently playing. */
  98962. isPlaying: boolean;
  98963. /** A Sound is currently paused. */
  98964. isPaused: boolean;
  98965. private _sounds;
  98966. private _weights;
  98967. private _currentIndex?;
  98968. /**
  98969. * Creates a new WeightedSound from the list of sounds given.
  98970. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  98971. * @param sounds Array of Sounds that will be selected from.
  98972. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  98973. */
  98974. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  98975. /**
  98976. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  98977. */
  98978. /**
  98979. * The size of cone in degress for a directional sound in which there will be no attenuation.
  98980. */
  98981. directionalConeInnerAngle: number;
  98982. /**
  98983. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98984. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98985. */
  98986. /**
  98987. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98988. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98989. */
  98990. directionalConeOuterAngle: number;
  98991. /**
  98992. * Playback volume.
  98993. */
  98994. /**
  98995. * Playback volume.
  98996. */
  98997. volume: number;
  98998. private _onended;
  98999. /**
  99000. * Suspend playback
  99001. */
  99002. pause(): void;
  99003. /**
  99004. * Stop playback
  99005. */
  99006. stop(): void;
  99007. /**
  99008. * Start playback.
  99009. * @param startOffset Position the clip head at a specific time in seconds.
  99010. */
  99011. play(startOffset?: number): void;
  99012. }
  99013. }
  99014. declare module BABYLON {
  99015. /**
  99016. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99017. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99018. */
  99019. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99020. /**
  99021. * Gets the name of the behavior.
  99022. */
  99023. readonly name: string;
  99024. /**
  99025. * The easing function used by animations
  99026. */
  99027. static EasingFunction: BackEase;
  99028. /**
  99029. * The easing mode used by animations
  99030. */
  99031. static EasingMode: number;
  99032. /**
  99033. * The duration of the animation, in milliseconds
  99034. */
  99035. transitionDuration: number;
  99036. /**
  99037. * Length of the distance animated by the transition when lower radius is reached
  99038. */
  99039. lowerRadiusTransitionRange: number;
  99040. /**
  99041. * Length of the distance animated by the transition when upper radius is reached
  99042. */
  99043. upperRadiusTransitionRange: number;
  99044. private _autoTransitionRange;
  99045. /**
  99046. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99047. */
  99048. /**
  99049. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99050. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99051. */
  99052. autoTransitionRange: boolean;
  99053. private _attachedCamera;
  99054. private _onAfterCheckInputsObserver;
  99055. private _onMeshTargetChangedObserver;
  99056. /**
  99057. * Initializes the behavior.
  99058. */
  99059. init(): void;
  99060. /**
  99061. * Attaches the behavior to its arc rotate camera.
  99062. * @param camera Defines the camera to attach the behavior to
  99063. */
  99064. attach(camera: ArcRotateCamera): void;
  99065. /**
  99066. * Detaches the behavior from its current arc rotate camera.
  99067. */
  99068. detach(): void;
  99069. private _radiusIsAnimating;
  99070. private _radiusBounceTransition;
  99071. private _animatables;
  99072. private _cachedWheelPrecision;
  99073. /**
  99074. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99075. * @param radiusLimit The limit to check against.
  99076. * @return Bool to indicate if at limit.
  99077. */
  99078. private _isRadiusAtLimit;
  99079. /**
  99080. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99081. * @param radiusDelta The delta by which to animate to. Can be negative.
  99082. */
  99083. private _applyBoundRadiusAnimation;
  99084. /**
  99085. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99086. */
  99087. protected _clearAnimationLocks(): void;
  99088. /**
  99089. * Stops and removes all animations that have been applied to the camera
  99090. */
  99091. stopAllAnimations(): void;
  99092. }
  99093. }
  99094. declare module BABYLON {
  99095. /**
  99096. * 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.
  99097. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99098. */
  99099. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99100. /**
  99101. * Gets the name of the behavior.
  99102. */
  99103. readonly name: string;
  99104. private _mode;
  99105. private _radiusScale;
  99106. private _positionScale;
  99107. private _defaultElevation;
  99108. private _elevationReturnTime;
  99109. private _elevationReturnWaitTime;
  99110. private _zoomStopsAnimation;
  99111. private _framingTime;
  99112. /**
  99113. * The easing function used by animations
  99114. */
  99115. static EasingFunction: ExponentialEase;
  99116. /**
  99117. * The easing mode used by animations
  99118. */
  99119. static EasingMode: number;
  99120. /**
  99121. * Sets the current mode used by the behavior
  99122. */
  99123. /**
  99124. * Gets current mode used by the behavior.
  99125. */
  99126. mode: number;
  99127. /**
  99128. * Sets the scale applied to the radius (1 by default)
  99129. */
  99130. /**
  99131. * Gets the scale applied to the radius
  99132. */
  99133. radiusScale: number;
  99134. /**
  99135. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99136. */
  99137. /**
  99138. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99139. */
  99140. positionScale: number;
  99141. /**
  99142. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99143. * behaviour is triggered, in radians.
  99144. */
  99145. /**
  99146. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99147. * behaviour is triggered, in radians.
  99148. */
  99149. defaultElevation: number;
  99150. /**
  99151. * Sets the time (in milliseconds) taken to return to the default beta position.
  99152. * Negative value indicates camera should not return to default.
  99153. */
  99154. /**
  99155. * Gets the time (in milliseconds) taken to return to the default beta position.
  99156. * Negative value indicates camera should not return to default.
  99157. */
  99158. elevationReturnTime: number;
  99159. /**
  99160. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99161. */
  99162. /**
  99163. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99164. */
  99165. elevationReturnWaitTime: number;
  99166. /**
  99167. * Sets the flag that indicates if user zooming should stop animation.
  99168. */
  99169. /**
  99170. * Gets the flag that indicates if user zooming should stop animation.
  99171. */
  99172. zoomStopsAnimation: boolean;
  99173. /**
  99174. * Sets the transition time when framing the mesh, in milliseconds
  99175. */
  99176. /**
  99177. * Gets the transition time when framing the mesh, in milliseconds
  99178. */
  99179. framingTime: number;
  99180. /**
  99181. * Define if the behavior should automatically change the configured
  99182. * camera limits and sensibilities.
  99183. */
  99184. autoCorrectCameraLimitsAndSensibility: boolean;
  99185. private _onPrePointerObservableObserver;
  99186. private _onAfterCheckInputsObserver;
  99187. private _onMeshTargetChangedObserver;
  99188. private _attachedCamera;
  99189. private _isPointerDown;
  99190. private _lastInteractionTime;
  99191. /**
  99192. * Initializes the behavior.
  99193. */
  99194. init(): void;
  99195. /**
  99196. * Attaches the behavior to its arc rotate camera.
  99197. * @param camera Defines the camera to attach the behavior to
  99198. */
  99199. attach(camera: ArcRotateCamera): void;
  99200. /**
  99201. * Detaches the behavior from its current arc rotate camera.
  99202. */
  99203. detach(): void;
  99204. private _animatables;
  99205. private _betaIsAnimating;
  99206. private _betaTransition;
  99207. private _radiusTransition;
  99208. private _vectorTransition;
  99209. /**
  99210. * Targets the given mesh and updates zoom level accordingly.
  99211. * @param mesh The mesh to target.
  99212. * @param radius Optional. If a cached radius position already exists, overrides default.
  99213. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99214. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99215. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99216. */
  99217. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99218. /**
  99219. * Targets the given mesh with its children and updates zoom level accordingly.
  99220. * @param mesh The mesh to target.
  99221. * @param radius Optional. If a cached radius position already exists, overrides default.
  99222. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99223. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99224. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99225. */
  99226. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99227. /**
  99228. * Targets the given meshes with their children and updates zoom level accordingly.
  99229. * @param meshes The mesh to target.
  99230. * @param radius Optional. If a cached radius position already exists, overrides default.
  99231. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99232. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99233. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99234. */
  99235. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99236. /**
  99237. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99238. * @param minimumWorld Determines the smaller position of the bounding box extend
  99239. * @param maximumWorld Determines the bigger position of the bounding box extend
  99240. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99241. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99242. */
  99243. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99244. /**
  99245. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99246. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99247. * frustum width.
  99248. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99249. * to fully enclose the mesh in the viewing frustum.
  99250. */
  99251. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99252. /**
  99253. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99254. * is automatically returned to its default position (expected to be above ground plane).
  99255. */
  99256. private _maintainCameraAboveGround;
  99257. /**
  99258. * Returns the frustum slope based on the canvas ratio and camera FOV
  99259. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99260. */
  99261. private _getFrustumSlope;
  99262. /**
  99263. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99264. */
  99265. private _clearAnimationLocks;
  99266. /**
  99267. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99268. */
  99269. private _applyUserInteraction;
  99270. /**
  99271. * Stops and removes all animations that have been applied to the camera
  99272. */
  99273. stopAllAnimations(): void;
  99274. /**
  99275. * Gets a value indicating if the user is moving the camera
  99276. */
  99277. readonly isUserIsMoving: boolean;
  99278. /**
  99279. * The camera can move all the way towards the mesh.
  99280. */
  99281. static IgnoreBoundsSizeMode: number;
  99282. /**
  99283. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99284. */
  99285. static FitFrustumSidesMode: number;
  99286. }
  99287. }
  99288. declare module BABYLON {
  99289. /**
  99290. * Base class for Camera Pointer Inputs.
  99291. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99292. * for example usage.
  99293. */
  99294. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99295. /**
  99296. * Defines the camera the input is attached to.
  99297. */
  99298. abstract camera: Camera;
  99299. /**
  99300. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99301. */
  99302. protected _altKey: boolean;
  99303. protected _ctrlKey: boolean;
  99304. protected _metaKey: boolean;
  99305. protected _shiftKey: boolean;
  99306. /**
  99307. * Which mouse buttons were pressed at time of last mouse event.
  99308. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99309. */
  99310. protected _buttonsPressed: number;
  99311. /**
  99312. * Defines the buttons associated with the input to handle camera move.
  99313. */
  99314. buttons: number[];
  99315. /**
  99316. * Attach the input controls to a specific dom element to get the input from.
  99317. * @param element Defines the element the controls should be listened from
  99318. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99319. */
  99320. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99321. /**
  99322. * Detach the current controls from the specified dom element.
  99323. * @param element Defines the element to stop listening the inputs from
  99324. */
  99325. detachControl(element: Nullable<HTMLElement>): void;
  99326. /**
  99327. * Gets the class name of the current input.
  99328. * @returns the class name
  99329. */
  99330. getClassName(): string;
  99331. /**
  99332. * Get the friendly name associated with the input class.
  99333. * @returns the input friendly name
  99334. */
  99335. getSimpleName(): string;
  99336. /**
  99337. * Called on pointer POINTERDOUBLETAP event.
  99338. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99339. */
  99340. protected onDoubleTap(type: string): void;
  99341. /**
  99342. * Called on pointer POINTERMOVE event if only a single touch is active.
  99343. * Override this method to provide functionality.
  99344. */
  99345. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99346. /**
  99347. * Called on pointer POINTERMOVE event if multiple touches are active.
  99348. * Override this method to provide functionality.
  99349. */
  99350. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99351. /**
  99352. * Called on JS contextmenu event.
  99353. * Override this method to provide functionality.
  99354. */
  99355. protected onContextMenu(evt: PointerEvent): void;
  99356. /**
  99357. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99358. * press.
  99359. * Override this method to provide functionality.
  99360. */
  99361. protected onButtonDown(evt: PointerEvent): void;
  99362. /**
  99363. * Called each time a new POINTERUP event occurs. Ie, for each button
  99364. * release.
  99365. * Override this method to provide functionality.
  99366. */
  99367. protected onButtonUp(evt: PointerEvent): void;
  99368. /**
  99369. * Called when window becomes inactive.
  99370. * Override this method to provide functionality.
  99371. */
  99372. protected onLostFocus(): void;
  99373. private _pointerInput;
  99374. private _observer;
  99375. private _onLostFocus;
  99376. private pointA;
  99377. private pointB;
  99378. }
  99379. }
  99380. declare module BABYLON {
  99381. /**
  99382. * Manage the pointers inputs to control an arc rotate camera.
  99383. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99384. */
  99385. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99386. /**
  99387. * Defines the camera the input is attached to.
  99388. */
  99389. camera: ArcRotateCamera;
  99390. /**
  99391. * Gets the class name of the current input.
  99392. * @returns the class name
  99393. */
  99394. getClassName(): string;
  99395. /**
  99396. * Defines the buttons associated with the input to handle camera move.
  99397. */
  99398. buttons: number[];
  99399. /**
  99400. * Defines the pointer angular sensibility along the X axis or how fast is
  99401. * the camera rotating.
  99402. */
  99403. angularSensibilityX: number;
  99404. /**
  99405. * Defines the pointer angular sensibility along the Y axis or how fast is
  99406. * the camera rotating.
  99407. */
  99408. angularSensibilityY: number;
  99409. /**
  99410. * Defines the pointer pinch precision or how fast is the camera zooming.
  99411. */
  99412. pinchPrecision: number;
  99413. /**
  99414. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99415. * from 0.
  99416. * It defines the percentage of current camera.radius to use as delta when
  99417. * pinch zoom is used.
  99418. */
  99419. pinchDeltaPercentage: number;
  99420. /**
  99421. * Defines the pointer panning sensibility or how fast is the camera moving.
  99422. */
  99423. panningSensibility: number;
  99424. /**
  99425. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99426. */
  99427. multiTouchPanning: boolean;
  99428. /**
  99429. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99430. * zoom (pinch) through multitouch.
  99431. */
  99432. multiTouchPanAndZoom: boolean;
  99433. /**
  99434. * Revers pinch action direction.
  99435. */
  99436. pinchInwards: boolean;
  99437. private _isPanClick;
  99438. private _twoFingerActivityCount;
  99439. private _isPinching;
  99440. /**
  99441. * Called on pointer POINTERMOVE event if only a single touch is active.
  99442. */
  99443. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99444. /**
  99445. * Called on pointer POINTERDOUBLETAP event.
  99446. */
  99447. protected onDoubleTap(type: string): void;
  99448. /**
  99449. * Called on pointer POINTERMOVE event if multiple touches are active.
  99450. */
  99451. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99452. /**
  99453. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99454. * press.
  99455. */
  99456. protected onButtonDown(evt: PointerEvent): void;
  99457. /**
  99458. * Called each time a new POINTERUP event occurs. Ie, for each button
  99459. * release.
  99460. */
  99461. protected onButtonUp(evt: PointerEvent): void;
  99462. /**
  99463. * Called when window becomes inactive.
  99464. */
  99465. protected onLostFocus(): void;
  99466. }
  99467. }
  99468. declare module BABYLON {
  99469. /**
  99470. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99471. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99472. */
  99473. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99474. /**
  99475. * Defines the camera the input is attached to.
  99476. */
  99477. camera: ArcRotateCamera;
  99478. /**
  99479. * Defines the list of key codes associated with the up action (increase alpha)
  99480. */
  99481. keysUp: number[];
  99482. /**
  99483. * Defines the list of key codes associated with the down action (decrease alpha)
  99484. */
  99485. keysDown: number[];
  99486. /**
  99487. * Defines the list of key codes associated with the left action (increase beta)
  99488. */
  99489. keysLeft: number[];
  99490. /**
  99491. * Defines the list of key codes associated with the right action (decrease beta)
  99492. */
  99493. keysRight: number[];
  99494. /**
  99495. * Defines the list of key codes associated with the reset action.
  99496. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99497. */
  99498. keysReset: number[];
  99499. /**
  99500. * Defines the panning sensibility of the inputs.
  99501. * (How fast is the camera paning)
  99502. */
  99503. panningSensibility: number;
  99504. /**
  99505. * Defines the zooming sensibility of the inputs.
  99506. * (How fast is the camera zooming)
  99507. */
  99508. zoomingSensibility: number;
  99509. /**
  99510. * Defines wether maintaining the alt key down switch the movement mode from
  99511. * orientation to zoom.
  99512. */
  99513. useAltToZoom: boolean;
  99514. /**
  99515. * Rotation speed of the camera
  99516. */
  99517. angularSpeed: number;
  99518. private _keys;
  99519. private _ctrlPressed;
  99520. private _altPressed;
  99521. private _onCanvasBlurObserver;
  99522. private _onKeyboardObserver;
  99523. private _engine;
  99524. private _scene;
  99525. /**
  99526. * Attach the input controls to a specific dom element to get the input from.
  99527. * @param element Defines the element the controls should be listened from
  99528. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99529. */
  99530. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99531. /**
  99532. * Detach the current controls from the specified dom element.
  99533. * @param element Defines the element to stop listening the inputs from
  99534. */
  99535. detachControl(element: Nullable<HTMLElement>): void;
  99536. /**
  99537. * Update the current camera state depending on the inputs that have been used this frame.
  99538. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99539. */
  99540. checkInputs(): void;
  99541. /**
  99542. * Gets the class name of the current intput.
  99543. * @returns the class name
  99544. */
  99545. getClassName(): string;
  99546. /**
  99547. * Get the friendly name associated with the input class.
  99548. * @returns the input friendly name
  99549. */
  99550. getSimpleName(): string;
  99551. }
  99552. }
  99553. declare module BABYLON {
  99554. /**
  99555. * Manage the mouse wheel inputs to control an arc rotate camera.
  99556. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99557. */
  99558. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99559. /**
  99560. * Defines the camera the input is attached to.
  99561. */
  99562. camera: ArcRotateCamera;
  99563. /**
  99564. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99565. */
  99566. wheelPrecision: number;
  99567. /**
  99568. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99569. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99570. */
  99571. wheelDeltaPercentage: number;
  99572. private _wheel;
  99573. private _observer;
  99574. private computeDeltaFromMouseWheelLegacyEvent;
  99575. /**
  99576. * Attach the input controls to a specific dom element to get the input from.
  99577. * @param element Defines the element the controls should be listened from
  99578. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99579. */
  99580. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99581. /**
  99582. * Detach the current controls from the specified dom element.
  99583. * @param element Defines the element to stop listening the inputs from
  99584. */
  99585. detachControl(element: Nullable<HTMLElement>): void;
  99586. /**
  99587. * Gets the class name of the current intput.
  99588. * @returns the class name
  99589. */
  99590. getClassName(): string;
  99591. /**
  99592. * Get the friendly name associated with the input class.
  99593. * @returns the input friendly name
  99594. */
  99595. getSimpleName(): string;
  99596. }
  99597. }
  99598. declare module BABYLON {
  99599. /**
  99600. * Default Inputs manager for the ArcRotateCamera.
  99601. * It groups all the default supported inputs for ease of use.
  99602. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99603. */
  99604. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99605. /**
  99606. * Instantiates a new ArcRotateCameraInputsManager.
  99607. * @param camera Defines the camera the inputs belong to
  99608. */
  99609. constructor(camera: ArcRotateCamera);
  99610. /**
  99611. * Add mouse wheel input support to the input manager.
  99612. * @returns the current input manager
  99613. */
  99614. addMouseWheel(): ArcRotateCameraInputsManager;
  99615. /**
  99616. * Add pointers input support to the input manager.
  99617. * @returns the current input manager
  99618. */
  99619. addPointers(): ArcRotateCameraInputsManager;
  99620. /**
  99621. * Add keyboard input support to the input manager.
  99622. * @returns the current input manager
  99623. */
  99624. addKeyboard(): ArcRotateCameraInputsManager;
  99625. }
  99626. }
  99627. declare module BABYLON {
  99628. /**
  99629. * This represents an orbital type of camera.
  99630. *
  99631. * 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.
  99632. * 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.
  99633. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99634. */
  99635. export class ArcRotateCamera extends TargetCamera {
  99636. /**
  99637. * Defines the rotation angle of the camera along the longitudinal axis.
  99638. */
  99639. alpha: number;
  99640. /**
  99641. * Defines the rotation angle of the camera along the latitudinal axis.
  99642. */
  99643. beta: number;
  99644. /**
  99645. * Defines the radius of the camera from it s target point.
  99646. */
  99647. radius: number;
  99648. protected _target: Vector3;
  99649. protected _targetHost: Nullable<AbstractMesh>;
  99650. /**
  99651. * Defines the target point of the camera.
  99652. * The camera looks towards it form the radius distance.
  99653. */
  99654. target: Vector3;
  99655. /**
  99656. * Define the current local position of the camera in the scene
  99657. */
  99658. position: Vector3;
  99659. protected _upVector: Vector3;
  99660. protected _upToYMatrix: Matrix;
  99661. protected _YToUpMatrix: Matrix;
  99662. /**
  99663. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99664. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99665. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99666. */
  99667. upVector: Vector3;
  99668. /**
  99669. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99670. */
  99671. setMatUp(): void;
  99672. /**
  99673. * Current inertia value on the longitudinal axis.
  99674. * The bigger this number the longer it will take for the camera to stop.
  99675. */
  99676. inertialAlphaOffset: number;
  99677. /**
  99678. * Current inertia value on the latitudinal axis.
  99679. * The bigger this number the longer it will take for the camera to stop.
  99680. */
  99681. inertialBetaOffset: number;
  99682. /**
  99683. * Current inertia value on the radius axis.
  99684. * The bigger this number the longer it will take for the camera to stop.
  99685. */
  99686. inertialRadiusOffset: number;
  99687. /**
  99688. * Minimum allowed angle on the longitudinal axis.
  99689. * This can help limiting how the Camera is able to move in the scene.
  99690. */
  99691. lowerAlphaLimit: Nullable<number>;
  99692. /**
  99693. * Maximum allowed angle on the longitudinal axis.
  99694. * This can help limiting how the Camera is able to move in the scene.
  99695. */
  99696. upperAlphaLimit: Nullable<number>;
  99697. /**
  99698. * Minimum allowed angle on the latitudinal axis.
  99699. * This can help limiting how the Camera is able to move in the scene.
  99700. */
  99701. lowerBetaLimit: number;
  99702. /**
  99703. * Maximum allowed angle on the latitudinal axis.
  99704. * This can help limiting how the Camera is able to move in the scene.
  99705. */
  99706. upperBetaLimit: number;
  99707. /**
  99708. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99709. * This can help limiting how the Camera is able to move in the scene.
  99710. */
  99711. lowerRadiusLimit: Nullable<number>;
  99712. /**
  99713. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99714. * This can help limiting how the Camera is able to move in the scene.
  99715. */
  99716. upperRadiusLimit: Nullable<number>;
  99717. /**
  99718. * Defines the current inertia value used during panning of the camera along the X axis.
  99719. */
  99720. inertialPanningX: number;
  99721. /**
  99722. * Defines the current inertia value used during panning of the camera along the Y axis.
  99723. */
  99724. inertialPanningY: number;
  99725. /**
  99726. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99727. * Basically if your fingers moves away from more than this distance you will be considered
  99728. * in pinch mode.
  99729. */
  99730. pinchToPanMaxDistance: number;
  99731. /**
  99732. * Defines the maximum distance the camera can pan.
  99733. * This could help keeping the cammera always in your scene.
  99734. */
  99735. panningDistanceLimit: Nullable<number>;
  99736. /**
  99737. * Defines the target of the camera before paning.
  99738. */
  99739. panningOriginTarget: Vector3;
  99740. /**
  99741. * Defines the value of the inertia used during panning.
  99742. * 0 would mean stop inertia and one would mean no decelleration at all.
  99743. */
  99744. panningInertia: number;
  99745. /**
  99746. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99747. */
  99748. angularSensibilityX: number;
  99749. /**
  99750. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99751. */
  99752. angularSensibilityY: number;
  99753. /**
  99754. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99755. */
  99756. pinchPrecision: number;
  99757. /**
  99758. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99759. * It will be used instead of pinchDeltaPrecision if different from 0.
  99760. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99761. */
  99762. pinchDeltaPercentage: number;
  99763. /**
  99764. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99765. */
  99766. panningSensibility: number;
  99767. /**
  99768. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99769. */
  99770. keysUp: number[];
  99771. /**
  99772. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99773. */
  99774. keysDown: number[];
  99775. /**
  99776. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99777. */
  99778. keysLeft: number[];
  99779. /**
  99780. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99781. */
  99782. keysRight: number[];
  99783. /**
  99784. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99785. */
  99786. wheelPrecision: number;
  99787. /**
  99788. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99789. * It will be used instead of pinchDeltaPrecision if different from 0.
  99790. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99791. */
  99792. wheelDeltaPercentage: number;
  99793. /**
  99794. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99795. */
  99796. zoomOnFactor: number;
  99797. /**
  99798. * Defines a screen offset for the camera position.
  99799. */
  99800. targetScreenOffset: Vector2;
  99801. /**
  99802. * Allows the camera to be completely reversed.
  99803. * If false the camera can not arrive upside down.
  99804. */
  99805. allowUpsideDown: boolean;
  99806. /**
  99807. * Define if double tap/click is used to restore the previously saved state of the camera.
  99808. */
  99809. useInputToRestoreState: boolean;
  99810. /** @hidden */
  99811. _viewMatrix: Matrix;
  99812. /** @hidden */
  99813. _useCtrlForPanning: boolean;
  99814. /** @hidden */
  99815. _panningMouseButton: number;
  99816. /**
  99817. * Defines the input associated to the camera.
  99818. */
  99819. inputs: ArcRotateCameraInputsManager;
  99820. /** @hidden */
  99821. _reset: () => void;
  99822. /**
  99823. * Defines the allowed panning axis.
  99824. */
  99825. panningAxis: Vector3;
  99826. protected _localDirection: Vector3;
  99827. protected _transformedDirection: Vector3;
  99828. private _bouncingBehavior;
  99829. /**
  99830. * Gets the bouncing behavior of the camera if it has been enabled.
  99831. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99832. */
  99833. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99834. /**
  99835. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99836. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99837. */
  99838. useBouncingBehavior: boolean;
  99839. private _framingBehavior;
  99840. /**
  99841. * Gets the framing behavior of the camera if it has been enabled.
  99842. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99843. */
  99844. readonly framingBehavior: Nullable<FramingBehavior>;
  99845. /**
  99846. * Defines if the framing behavior of the camera is enabled on the camera.
  99847. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99848. */
  99849. useFramingBehavior: boolean;
  99850. private _autoRotationBehavior;
  99851. /**
  99852. * Gets the auto rotation behavior of the camera if it has been enabled.
  99853. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99854. */
  99855. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99856. /**
  99857. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99858. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99859. */
  99860. useAutoRotationBehavior: boolean;
  99861. /**
  99862. * Observable triggered when the mesh target has been changed on the camera.
  99863. */
  99864. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  99865. /**
  99866. * Event raised when the camera is colliding with a mesh.
  99867. */
  99868. onCollide: (collidedMesh: AbstractMesh) => void;
  99869. /**
  99870. * Defines whether the camera should check collision with the objects oh the scene.
  99871. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  99872. */
  99873. checkCollisions: boolean;
  99874. /**
  99875. * Defines the collision radius of the camera.
  99876. * This simulates a sphere around the camera.
  99877. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  99878. */
  99879. collisionRadius: Vector3;
  99880. protected _collider: Collider;
  99881. protected _previousPosition: Vector3;
  99882. protected _collisionVelocity: Vector3;
  99883. protected _newPosition: Vector3;
  99884. protected _previousAlpha: number;
  99885. protected _previousBeta: number;
  99886. protected _previousRadius: number;
  99887. protected _collisionTriggered: boolean;
  99888. protected _targetBoundingCenter: Nullable<Vector3>;
  99889. private _computationVector;
  99890. /**
  99891. * Instantiates a new ArcRotateCamera in a given scene
  99892. * @param name Defines the name of the camera
  99893. * @param alpha Defines the camera rotation along the logitudinal axis
  99894. * @param beta Defines the camera rotation along the latitudinal axis
  99895. * @param radius Defines the camera distance from its target
  99896. * @param target Defines the camera target
  99897. * @param scene Defines the scene the camera belongs to
  99898. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  99899. */
  99900. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  99901. /** @hidden */
  99902. _initCache(): void;
  99903. /** @hidden */
  99904. _updateCache(ignoreParentClass?: boolean): void;
  99905. protected _getTargetPosition(): Vector3;
  99906. private _storedAlpha;
  99907. private _storedBeta;
  99908. private _storedRadius;
  99909. private _storedTarget;
  99910. /**
  99911. * Stores the current state of the camera (alpha, beta, radius and target)
  99912. * @returns the camera itself
  99913. */
  99914. storeState(): Camera;
  99915. /**
  99916. * @hidden
  99917. * Restored camera state. You must call storeState() first
  99918. */
  99919. _restoreStateValues(): boolean;
  99920. /** @hidden */
  99921. _isSynchronizedViewMatrix(): boolean;
  99922. /**
  99923. * Attached controls to the current camera.
  99924. * @param element Defines the element the controls should be listened from
  99925. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99926. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  99927. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  99928. */
  99929. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  99930. /**
  99931. * Detach the current controls from the camera.
  99932. * The camera will stop reacting to inputs.
  99933. * @param element Defines the element to stop listening the inputs from
  99934. */
  99935. detachControl(element: HTMLElement): void;
  99936. /** @hidden */
  99937. _checkInputs(): void;
  99938. protected _checkLimits(): void;
  99939. /**
  99940. * Rebuilds angles (alpha, beta) and radius from the give position and target
  99941. */
  99942. rebuildAnglesAndRadius(): void;
  99943. /**
  99944. * Use a position to define the current camera related information like aplha, beta and radius
  99945. * @param position Defines the position to set the camera at
  99946. */
  99947. setPosition(position: Vector3): void;
  99948. /**
  99949. * Defines the target the camera should look at.
  99950. * This will automatically adapt alpha beta and radius to fit within the new target.
  99951. * @param target Defines the new target as a Vector or a mesh
  99952. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  99953. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  99954. */
  99955. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  99956. /** @hidden */
  99957. _getViewMatrix(): Matrix;
  99958. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  99959. /**
  99960. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  99961. * @param meshes Defines the mesh to zoom on
  99962. * @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)
  99963. */
  99964. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  99965. /**
  99966. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  99967. * The target will be changed but the radius
  99968. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  99969. * @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)
  99970. */
  99971. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  99972. min: Vector3;
  99973. max: Vector3;
  99974. distance: number;
  99975. }, doNotUpdateMaxZ?: boolean): void;
  99976. /**
  99977. * @override
  99978. * Override Camera.createRigCamera
  99979. */
  99980. createRigCamera(name: string, cameraIndex: number): Camera;
  99981. /**
  99982. * @hidden
  99983. * @override
  99984. * Override Camera._updateRigCameras
  99985. */
  99986. _updateRigCameras(): void;
  99987. /**
  99988. * Destroy the camera and release the current resources hold by it.
  99989. */
  99990. dispose(): void;
  99991. /**
  99992. * Gets the current object class name.
  99993. * @return the class name
  99994. */
  99995. getClassName(): string;
  99996. }
  99997. }
  99998. declare module BABYLON {
  99999. /**
  100000. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100001. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100002. */
  100003. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100004. /**
  100005. * Gets the name of the behavior.
  100006. */
  100007. readonly name: string;
  100008. private _zoomStopsAnimation;
  100009. private _idleRotationSpeed;
  100010. private _idleRotationWaitTime;
  100011. private _idleRotationSpinupTime;
  100012. /**
  100013. * Sets the flag that indicates if user zooming should stop animation.
  100014. */
  100015. /**
  100016. * Gets the flag that indicates if user zooming should stop animation.
  100017. */
  100018. zoomStopsAnimation: boolean;
  100019. /**
  100020. * Sets the default speed at which the camera rotates around the model.
  100021. */
  100022. /**
  100023. * Gets the default speed at which the camera rotates around the model.
  100024. */
  100025. idleRotationSpeed: number;
  100026. /**
  100027. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100028. */
  100029. /**
  100030. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100031. */
  100032. idleRotationWaitTime: number;
  100033. /**
  100034. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100035. */
  100036. /**
  100037. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100038. */
  100039. idleRotationSpinupTime: number;
  100040. /**
  100041. * Gets a value indicating if the camera is currently rotating because of this behavior
  100042. */
  100043. readonly rotationInProgress: boolean;
  100044. private _onPrePointerObservableObserver;
  100045. private _onAfterCheckInputsObserver;
  100046. private _attachedCamera;
  100047. private _isPointerDown;
  100048. private _lastFrameTime;
  100049. private _lastInteractionTime;
  100050. private _cameraRotationSpeed;
  100051. /**
  100052. * Initializes the behavior.
  100053. */
  100054. init(): void;
  100055. /**
  100056. * Attaches the behavior to its arc rotate camera.
  100057. * @param camera Defines the camera to attach the behavior to
  100058. */
  100059. attach(camera: ArcRotateCamera): void;
  100060. /**
  100061. * Detaches the behavior from its current arc rotate camera.
  100062. */
  100063. detach(): void;
  100064. /**
  100065. * Returns true if user is scrolling.
  100066. * @return true if user is scrolling.
  100067. */
  100068. private _userIsZooming;
  100069. private _lastFrameRadius;
  100070. private _shouldAnimationStopForInteraction;
  100071. /**
  100072. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100073. */
  100074. private _applyUserInteraction;
  100075. private _userIsMoving;
  100076. }
  100077. }
  100078. declare module BABYLON {
  100079. /**
  100080. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100081. */
  100082. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100083. private ui;
  100084. /**
  100085. * The name of the behavior
  100086. */
  100087. name: string;
  100088. /**
  100089. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100090. */
  100091. distanceAwayFromFace: number;
  100092. /**
  100093. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100094. */
  100095. distanceAwayFromBottomOfFace: number;
  100096. private _faceVectors;
  100097. private _target;
  100098. private _scene;
  100099. private _onRenderObserver;
  100100. private _tmpMatrix;
  100101. private _tmpVector;
  100102. /**
  100103. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100104. * @param ui The transform node that should be attched to the mesh
  100105. */
  100106. constructor(ui: TransformNode);
  100107. /**
  100108. * Initializes the behavior
  100109. */
  100110. init(): void;
  100111. private _closestFace;
  100112. private _zeroVector;
  100113. private _lookAtTmpMatrix;
  100114. private _lookAtToRef;
  100115. /**
  100116. * Attaches the AttachToBoxBehavior to the passed in mesh
  100117. * @param target The mesh that the specified node will be attached to
  100118. */
  100119. attach(target: Mesh): void;
  100120. /**
  100121. * Detaches the behavior from the mesh
  100122. */
  100123. detach(): void;
  100124. }
  100125. }
  100126. declare module BABYLON {
  100127. /**
  100128. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100129. */
  100130. export class FadeInOutBehavior implements Behavior<Mesh> {
  100131. /**
  100132. * Time in milliseconds to delay before fading in (Default: 0)
  100133. */
  100134. delay: number;
  100135. /**
  100136. * Time in milliseconds for the mesh to fade in (Default: 300)
  100137. */
  100138. fadeInTime: number;
  100139. private _millisecondsPerFrame;
  100140. private _hovered;
  100141. private _hoverValue;
  100142. private _ownerNode;
  100143. /**
  100144. * Instatiates the FadeInOutBehavior
  100145. */
  100146. constructor();
  100147. /**
  100148. * The name of the behavior
  100149. */
  100150. readonly name: string;
  100151. /**
  100152. * Initializes the behavior
  100153. */
  100154. init(): void;
  100155. /**
  100156. * Attaches the fade behavior on the passed in mesh
  100157. * @param ownerNode The mesh that will be faded in/out once attached
  100158. */
  100159. attach(ownerNode: Mesh): void;
  100160. /**
  100161. * Detaches the behavior from the mesh
  100162. */
  100163. detach(): void;
  100164. /**
  100165. * Triggers the mesh to begin fading in or out
  100166. * @param value if the object should fade in or out (true to fade in)
  100167. */
  100168. fadeIn(value: boolean): void;
  100169. private _update;
  100170. private _setAllVisibility;
  100171. }
  100172. }
  100173. declare module BABYLON {
  100174. /**
  100175. * Class containing a set of static utilities functions for managing Pivots
  100176. * @hidden
  100177. */
  100178. export class PivotTools {
  100179. private static _PivotCached;
  100180. private static _OldPivotPoint;
  100181. private static _PivotTranslation;
  100182. private static _PivotTmpVector;
  100183. /** @hidden */
  100184. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100185. /** @hidden */
  100186. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100187. }
  100188. }
  100189. declare module BABYLON {
  100190. /**
  100191. * Class containing static functions to help procedurally build meshes
  100192. */
  100193. export class PlaneBuilder {
  100194. /**
  100195. * Creates a plane mesh
  100196. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100197. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100198. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100199. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100200. * * 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
  100201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100202. * @param name defines the name of the mesh
  100203. * @param options defines the options used to create the mesh
  100204. * @param scene defines the hosting scene
  100205. * @returns the plane mesh
  100206. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100207. */
  100208. static CreatePlane(name: string, options: {
  100209. size?: number;
  100210. width?: number;
  100211. height?: number;
  100212. sideOrientation?: number;
  100213. frontUVs?: Vector4;
  100214. backUVs?: Vector4;
  100215. updatable?: boolean;
  100216. sourcePlane?: Plane;
  100217. }, scene?: Nullable<Scene>): Mesh;
  100218. }
  100219. }
  100220. declare module BABYLON {
  100221. /**
  100222. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100223. */
  100224. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100225. private static _AnyMouseID;
  100226. /**
  100227. * Abstract mesh the behavior is set on
  100228. */
  100229. attachedNode: AbstractMesh;
  100230. private _dragPlane;
  100231. private _scene;
  100232. private _pointerObserver;
  100233. private _beforeRenderObserver;
  100234. private static _planeScene;
  100235. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100236. /**
  100237. * 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)
  100238. */
  100239. maxDragAngle: number;
  100240. /**
  100241. * @hidden
  100242. */
  100243. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100244. /**
  100245. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100246. */
  100247. currentDraggingPointerID: number;
  100248. /**
  100249. * The last position where the pointer hit the drag plane in world space
  100250. */
  100251. lastDragPosition: Vector3;
  100252. /**
  100253. * If the behavior is currently in a dragging state
  100254. */
  100255. dragging: boolean;
  100256. /**
  100257. * 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)
  100258. */
  100259. dragDeltaRatio: number;
  100260. /**
  100261. * If the drag plane orientation should be updated during the dragging (Default: true)
  100262. */
  100263. updateDragPlane: boolean;
  100264. private _debugMode;
  100265. private _moving;
  100266. /**
  100267. * Fires each time the attached mesh is dragged with the pointer
  100268. * * delta between last drag position and current drag position in world space
  100269. * * dragDistance along the drag axis
  100270. * * dragPlaneNormal normal of the current drag plane used during the drag
  100271. * * dragPlanePoint in world space where the drag intersects the drag plane
  100272. */
  100273. onDragObservable: Observable<{
  100274. delta: Vector3;
  100275. dragPlanePoint: Vector3;
  100276. dragPlaneNormal: Vector3;
  100277. dragDistance: number;
  100278. pointerId: number;
  100279. }>;
  100280. /**
  100281. * Fires each time a drag begins (eg. mouse down on mesh)
  100282. */
  100283. onDragStartObservable: Observable<{
  100284. dragPlanePoint: Vector3;
  100285. pointerId: number;
  100286. }>;
  100287. /**
  100288. * Fires each time a drag ends (eg. mouse release after drag)
  100289. */
  100290. onDragEndObservable: Observable<{
  100291. dragPlanePoint: Vector3;
  100292. pointerId: number;
  100293. }>;
  100294. /**
  100295. * If the attached mesh should be moved when dragged
  100296. */
  100297. moveAttached: boolean;
  100298. /**
  100299. * If the drag behavior will react to drag events (Default: true)
  100300. */
  100301. enabled: boolean;
  100302. /**
  100303. * If pointer events should start and release the drag (Default: true)
  100304. */
  100305. startAndReleaseDragOnPointerEvents: boolean;
  100306. /**
  100307. * If camera controls should be detached during the drag
  100308. */
  100309. detachCameraControls: boolean;
  100310. /**
  100311. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100312. */
  100313. useObjectOrienationForDragging: boolean;
  100314. private _options;
  100315. /**
  100316. * Creates a pointer drag behavior that can be attached to a mesh
  100317. * @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)
  100318. */
  100319. constructor(options?: {
  100320. dragAxis?: Vector3;
  100321. dragPlaneNormal?: Vector3;
  100322. });
  100323. /**
  100324. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100325. */
  100326. validateDrag: (targetPosition: Vector3) => boolean;
  100327. /**
  100328. * The name of the behavior
  100329. */
  100330. readonly name: string;
  100331. /**
  100332. * Initializes the behavior
  100333. */
  100334. init(): void;
  100335. private _tmpVector;
  100336. private _alternatePickedPoint;
  100337. private _worldDragAxis;
  100338. private _targetPosition;
  100339. private _attachedElement;
  100340. /**
  100341. * Attaches the drag behavior the passed in mesh
  100342. * @param ownerNode The mesh that will be dragged around once attached
  100343. */
  100344. attach(ownerNode: AbstractMesh): void;
  100345. /**
  100346. * Force relase the drag action by code.
  100347. */
  100348. releaseDrag(): void;
  100349. private _startDragRay;
  100350. private _lastPointerRay;
  100351. /**
  100352. * Simulates the start of a pointer drag event on the behavior
  100353. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100354. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100355. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100356. */
  100357. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100358. private _startDrag;
  100359. private _dragDelta;
  100360. private _moveDrag;
  100361. private _pickWithRayOnDragPlane;
  100362. private _pointA;
  100363. private _pointB;
  100364. private _pointC;
  100365. private _lineA;
  100366. private _lineB;
  100367. private _localAxis;
  100368. private _lookAt;
  100369. private _updateDragPlanePosition;
  100370. /**
  100371. * Detaches the behavior from the mesh
  100372. */
  100373. detach(): void;
  100374. }
  100375. }
  100376. declare module BABYLON {
  100377. /**
  100378. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100379. */
  100380. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100381. private _dragBehaviorA;
  100382. private _dragBehaviorB;
  100383. private _startDistance;
  100384. private _initialScale;
  100385. private _targetScale;
  100386. private _ownerNode;
  100387. private _sceneRenderObserver;
  100388. /**
  100389. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100390. */
  100391. constructor();
  100392. /**
  100393. * The name of the behavior
  100394. */
  100395. readonly name: string;
  100396. /**
  100397. * Initializes the behavior
  100398. */
  100399. init(): void;
  100400. private _getCurrentDistance;
  100401. /**
  100402. * Attaches the scale behavior the passed in mesh
  100403. * @param ownerNode The mesh that will be scaled around once attached
  100404. */
  100405. attach(ownerNode: Mesh): void;
  100406. /**
  100407. * Detaches the behavior from the mesh
  100408. */
  100409. detach(): void;
  100410. }
  100411. }
  100412. declare module BABYLON {
  100413. /**
  100414. * 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
  100415. */
  100416. export class SixDofDragBehavior implements Behavior<Mesh> {
  100417. private static _virtualScene;
  100418. private _ownerNode;
  100419. private _sceneRenderObserver;
  100420. private _scene;
  100421. private _targetPosition;
  100422. private _virtualOriginMesh;
  100423. private _virtualDragMesh;
  100424. private _pointerObserver;
  100425. private _moving;
  100426. private _startingOrientation;
  100427. /**
  100428. * 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)
  100429. */
  100430. private zDragFactor;
  100431. /**
  100432. * If the object should rotate to face the drag origin
  100433. */
  100434. rotateDraggedObject: boolean;
  100435. /**
  100436. * If the behavior is currently in a dragging state
  100437. */
  100438. dragging: boolean;
  100439. /**
  100440. * 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)
  100441. */
  100442. dragDeltaRatio: number;
  100443. /**
  100444. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100445. */
  100446. currentDraggingPointerID: number;
  100447. /**
  100448. * If camera controls should be detached during the drag
  100449. */
  100450. detachCameraControls: boolean;
  100451. /**
  100452. * Fires each time a drag starts
  100453. */
  100454. onDragStartObservable: Observable<{}>;
  100455. /**
  100456. * Fires each time a drag ends (eg. mouse release after drag)
  100457. */
  100458. onDragEndObservable: Observable<{}>;
  100459. /**
  100460. * 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
  100461. */
  100462. constructor();
  100463. /**
  100464. * The name of the behavior
  100465. */
  100466. readonly name: string;
  100467. /**
  100468. * Initializes the behavior
  100469. */
  100470. init(): void;
  100471. /**
  100472. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100473. */
  100474. private readonly _pointerCamera;
  100475. /**
  100476. * Attaches the scale behavior the passed in mesh
  100477. * @param ownerNode The mesh that will be scaled around once attached
  100478. */
  100479. attach(ownerNode: Mesh): void;
  100480. /**
  100481. * Detaches the behavior from the mesh
  100482. */
  100483. detach(): void;
  100484. }
  100485. }
  100486. declare module BABYLON {
  100487. /**
  100488. * Class used to apply inverse kinematics to bones
  100489. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100490. */
  100491. export class BoneIKController {
  100492. private static _tmpVecs;
  100493. private static _tmpQuat;
  100494. private static _tmpMats;
  100495. /**
  100496. * Gets or sets the target mesh
  100497. */
  100498. targetMesh: AbstractMesh;
  100499. /** Gets or sets the mesh used as pole */
  100500. poleTargetMesh: AbstractMesh;
  100501. /**
  100502. * Gets or sets the bone used as pole
  100503. */
  100504. poleTargetBone: Nullable<Bone>;
  100505. /**
  100506. * Gets or sets the target position
  100507. */
  100508. targetPosition: Vector3;
  100509. /**
  100510. * Gets or sets the pole target position
  100511. */
  100512. poleTargetPosition: Vector3;
  100513. /**
  100514. * Gets or sets the pole target local offset
  100515. */
  100516. poleTargetLocalOffset: Vector3;
  100517. /**
  100518. * Gets or sets the pole angle
  100519. */
  100520. poleAngle: number;
  100521. /**
  100522. * Gets or sets the mesh associated with the controller
  100523. */
  100524. mesh: AbstractMesh;
  100525. /**
  100526. * 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)
  100527. */
  100528. slerpAmount: number;
  100529. private _bone1Quat;
  100530. private _bone1Mat;
  100531. private _bone2Ang;
  100532. private _bone1;
  100533. private _bone2;
  100534. private _bone1Length;
  100535. private _bone2Length;
  100536. private _maxAngle;
  100537. private _maxReach;
  100538. private _rightHandedSystem;
  100539. private _bendAxis;
  100540. private _slerping;
  100541. private _adjustRoll;
  100542. /**
  100543. * Gets or sets maximum allowed angle
  100544. */
  100545. maxAngle: number;
  100546. /**
  100547. * Creates a new BoneIKController
  100548. * @param mesh defines the mesh to control
  100549. * @param bone defines the bone to control
  100550. * @param options defines options to set up the controller
  100551. */
  100552. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100553. targetMesh?: AbstractMesh;
  100554. poleTargetMesh?: AbstractMesh;
  100555. poleTargetBone?: Bone;
  100556. poleTargetLocalOffset?: Vector3;
  100557. poleAngle?: number;
  100558. bendAxis?: Vector3;
  100559. maxAngle?: number;
  100560. slerpAmount?: number;
  100561. });
  100562. private _setMaxAngle;
  100563. /**
  100564. * Force the controller to update the bones
  100565. */
  100566. update(): void;
  100567. }
  100568. }
  100569. declare module BABYLON {
  100570. /**
  100571. * Class used to make a bone look toward a point in space
  100572. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100573. */
  100574. export class BoneLookController {
  100575. private static _tmpVecs;
  100576. private static _tmpQuat;
  100577. private static _tmpMats;
  100578. /**
  100579. * The target Vector3 that the bone will look at
  100580. */
  100581. target: Vector3;
  100582. /**
  100583. * The mesh that the bone is attached to
  100584. */
  100585. mesh: AbstractMesh;
  100586. /**
  100587. * The bone that will be looking to the target
  100588. */
  100589. bone: Bone;
  100590. /**
  100591. * The up axis of the coordinate system that is used when the bone is rotated
  100592. */
  100593. upAxis: Vector3;
  100594. /**
  100595. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100596. */
  100597. upAxisSpace: Space;
  100598. /**
  100599. * Used to make an adjustment to the yaw of the bone
  100600. */
  100601. adjustYaw: number;
  100602. /**
  100603. * Used to make an adjustment to the pitch of the bone
  100604. */
  100605. adjustPitch: number;
  100606. /**
  100607. * Used to make an adjustment to the roll of the bone
  100608. */
  100609. adjustRoll: number;
  100610. /**
  100611. * 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)
  100612. */
  100613. slerpAmount: number;
  100614. private _minYaw;
  100615. private _maxYaw;
  100616. private _minPitch;
  100617. private _maxPitch;
  100618. private _minYawSin;
  100619. private _minYawCos;
  100620. private _maxYawSin;
  100621. private _maxYawCos;
  100622. private _midYawConstraint;
  100623. private _minPitchTan;
  100624. private _maxPitchTan;
  100625. private _boneQuat;
  100626. private _slerping;
  100627. private _transformYawPitch;
  100628. private _transformYawPitchInv;
  100629. private _firstFrameSkipped;
  100630. private _yawRange;
  100631. private _fowardAxis;
  100632. /**
  100633. * Gets or sets the minimum yaw angle that the bone can look to
  100634. */
  100635. minYaw: number;
  100636. /**
  100637. * Gets or sets the maximum yaw angle that the bone can look to
  100638. */
  100639. maxYaw: number;
  100640. /**
  100641. * Gets or sets the minimum pitch angle that the bone can look to
  100642. */
  100643. minPitch: number;
  100644. /**
  100645. * Gets or sets the maximum pitch angle that the bone can look to
  100646. */
  100647. maxPitch: number;
  100648. /**
  100649. * Create a BoneLookController
  100650. * @param mesh the mesh that the bone belongs to
  100651. * @param bone the bone that will be looking to the target
  100652. * @param target the target Vector3 to look at
  100653. * @param options optional settings:
  100654. * * maxYaw: the maximum angle the bone will yaw to
  100655. * * minYaw: the minimum angle the bone will yaw to
  100656. * * maxPitch: the maximum angle the bone will pitch to
  100657. * * minPitch: the minimum angle the bone will yaw to
  100658. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100659. * * upAxis: the up axis of the coordinate system
  100660. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100661. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100662. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100663. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100664. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100665. * * adjustRoll: used to make an adjustment to the roll of the bone
  100666. **/
  100667. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100668. maxYaw?: number;
  100669. minYaw?: number;
  100670. maxPitch?: number;
  100671. minPitch?: number;
  100672. slerpAmount?: number;
  100673. upAxis?: Vector3;
  100674. upAxisSpace?: Space;
  100675. yawAxis?: Vector3;
  100676. pitchAxis?: Vector3;
  100677. adjustYaw?: number;
  100678. adjustPitch?: number;
  100679. adjustRoll?: number;
  100680. });
  100681. /**
  100682. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100683. */
  100684. update(): void;
  100685. private _getAngleDiff;
  100686. private _getAngleBetween;
  100687. private _isAngleBetween;
  100688. }
  100689. }
  100690. declare module BABYLON {
  100691. /**
  100692. * Manage the gamepad inputs to control an arc rotate camera.
  100693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100694. */
  100695. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100696. /**
  100697. * Defines the camera the input is attached to.
  100698. */
  100699. camera: ArcRotateCamera;
  100700. /**
  100701. * Defines the gamepad the input is gathering event from.
  100702. */
  100703. gamepad: Nullable<Gamepad>;
  100704. /**
  100705. * Defines the gamepad rotation sensiblity.
  100706. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100707. */
  100708. gamepadRotationSensibility: number;
  100709. /**
  100710. * Defines the gamepad move sensiblity.
  100711. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100712. */
  100713. gamepadMoveSensibility: number;
  100714. private _onGamepadConnectedObserver;
  100715. private _onGamepadDisconnectedObserver;
  100716. /**
  100717. * Attach the input controls to a specific dom element to get the input from.
  100718. * @param element Defines the element the controls should be listened from
  100719. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100720. */
  100721. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100722. /**
  100723. * Detach the current controls from the specified dom element.
  100724. * @param element Defines the element to stop listening the inputs from
  100725. */
  100726. detachControl(element: Nullable<HTMLElement>): void;
  100727. /**
  100728. * Update the current camera state depending on the inputs that have been used this frame.
  100729. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100730. */
  100731. checkInputs(): void;
  100732. /**
  100733. * Gets the class name of the current intput.
  100734. * @returns the class name
  100735. */
  100736. getClassName(): string;
  100737. /**
  100738. * Get the friendly name associated with the input class.
  100739. * @returns the input friendly name
  100740. */
  100741. getSimpleName(): string;
  100742. }
  100743. }
  100744. declare module BABYLON {
  100745. interface ArcRotateCameraInputsManager {
  100746. /**
  100747. * Add orientation input support to the input manager.
  100748. * @returns the current input manager
  100749. */
  100750. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100751. }
  100752. /**
  100753. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100754. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100755. */
  100756. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100757. /**
  100758. * Defines the camera the input is attached to.
  100759. */
  100760. camera: ArcRotateCamera;
  100761. /**
  100762. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100763. */
  100764. alphaCorrection: number;
  100765. /**
  100766. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100767. */
  100768. gammaCorrection: number;
  100769. private _alpha;
  100770. private _gamma;
  100771. private _dirty;
  100772. private _deviceOrientationHandler;
  100773. /**
  100774. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100775. */
  100776. constructor();
  100777. /**
  100778. * Attach the input controls to a specific dom element to get the input from.
  100779. * @param element Defines the element the controls should be listened from
  100780. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100781. */
  100782. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100783. /** @hidden */
  100784. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100785. /**
  100786. * Update the current camera state depending on the inputs that have been used this frame.
  100787. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100788. */
  100789. checkInputs(): void;
  100790. /**
  100791. * Detach the current controls from the specified dom element.
  100792. * @param element Defines the element to stop listening the inputs from
  100793. */
  100794. detachControl(element: Nullable<HTMLElement>): void;
  100795. /**
  100796. * Gets the class name of the current intput.
  100797. * @returns the class name
  100798. */
  100799. getClassName(): string;
  100800. /**
  100801. * Get the friendly name associated with the input class.
  100802. * @returns the input friendly name
  100803. */
  100804. getSimpleName(): string;
  100805. }
  100806. }
  100807. declare module BABYLON {
  100808. /**
  100809. * Listen to mouse events to control the camera.
  100810. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100811. */
  100812. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100813. /**
  100814. * Defines the camera the input is attached to.
  100815. */
  100816. camera: FlyCamera;
  100817. /**
  100818. * Defines if touch is enabled. (Default is true.)
  100819. */
  100820. touchEnabled: boolean;
  100821. /**
  100822. * Defines the buttons associated with the input to handle camera rotation.
  100823. */
  100824. buttons: number[];
  100825. /**
  100826. * Assign buttons for Yaw control.
  100827. */
  100828. buttonsYaw: number[];
  100829. /**
  100830. * Assign buttons for Pitch control.
  100831. */
  100832. buttonsPitch: number[];
  100833. /**
  100834. * Assign buttons for Roll control.
  100835. */
  100836. buttonsRoll: number[];
  100837. /**
  100838. * Detect if any button is being pressed while mouse is moved.
  100839. * -1 = Mouse locked.
  100840. * 0 = Left button.
  100841. * 1 = Middle Button.
  100842. * 2 = Right Button.
  100843. */
  100844. activeButton: number;
  100845. /**
  100846. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100847. * Higher values reduce its sensitivity.
  100848. */
  100849. angularSensibility: number;
  100850. private _mousemoveCallback;
  100851. private _observer;
  100852. private _rollObserver;
  100853. private previousPosition;
  100854. private noPreventDefault;
  100855. private element;
  100856. /**
  100857. * Listen to mouse events to control the camera.
  100858. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100859. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100860. */
  100861. constructor(touchEnabled?: boolean);
  100862. /**
  100863. * Attach the mouse control to the HTML DOM element.
  100864. * @param element Defines the element that listens to the input events.
  100865. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  100866. */
  100867. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100868. /**
  100869. * Detach the current controls from the specified dom element.
  100870. * @param element Defines the element to stop listening the inputs from
  100871. */
  100872. detachControl(element: Nullable<HTMLElement>): void;
  100873. /**
  100874. * Gets the class name of the current input.
  100875. * @returns the class name.
  100876. */
  100877. getClassName(): string;
  100878. /**
  100879. * Get the friendly name associated with the input class.
  100880. * @returns the input's friendly name.
  100881. */
  100882. getSimpleName(): string;
  100883. private _pointerInput;
  100884. private _onMouseMove;
  100885. /**
  100886. * Rotate camera by mouse offset.
  100887. */
  100888. private rotateCamera;
  100889. }
  100890. }
  100891. declare module BABYLON {
  100892. /**
  100893. * Default Inputs manager for the FlyCamera.
  100894. * It groups all the default supported inputs for ease of use.
  100895. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100896. */
  100897. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  100898. /**
  100899. * Instantiates a new FlyCameraInputsManager.
  100900. * @param camera Defines the camera the inputs belong to.
  100901. */
  100902. constructor(camera: FlyCamera);
  100903. /**
  100904. * Add keyboard input support to the input manager.
  100905. * @returns the new FlyCameraKeyboardMoveInput().
  100906. */
  100907. addKeyboard(): FlyCameraInputsManager;
  100908. /**
  100909. * Add mouse input support to the input manager.
  100910. * @param touchEnabled Enable touch screen support.
  100911. * @returns the new FlyCameraMouseInput().
  100912. */
  100913. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  100914. }
  100915. }
  100916. declare module BABYLON {
  100917. /**
  100918. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100919. * such as in a 3D Space Shooter or a Flight Simulator.
  100920. */
  100921. export class FlyCamera extends TargetCamera {
  100922. /**
  100923. * Define the collision ellipsoid of the camera.
  100924. * This is helpful for simulating a camera body, like a player's body.
  100925. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100926. */
  100927. ellipsoid: Vector3;
  100928. /**
  100929. * Define an offset for the position of the ellipsoid around the camera.
  100930. * This can be helpful if the camera is attached away from the player's body center,
  100931. * such as at its head.
  100932. */
  100933. ellipsoidOffset: Vector3;
  100934. /**
  100935. * Enable or disable collisions of the camera with the rest of the scene objects.
  100936. */
  100937. checkCollisions: boolean;
  100938. /**
  100939. * Enable or disable gravity on the camera.
  100940. */
  100941. applyGravity: boolean;
  100942. /**
  100943. * Define the current direction the camera is moving to.
  100944. */
  100945. cameraDirection: Vector3;
  100946. /**
  100947. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  100948. * This overrides and empties cameraRotation.
  100949. */
  100950. rotationQuaternion: Quaternion;
  100951. /**
  100952. * Track Roll to maintain the wanted Rolling when looking around.
  100953. */
  100954. _trackRoll: number;
  100955. /**
  100956. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  100957. */
  100958. rollCorrect: number;
  100959. /**
  100960. * Mimic a banked turn, Rolling the camera when Yawing.
  100961. * It's recommended to use rollCorrect = 10 for faster banking correction.
  100962. */
  100963. bankedTurn: boolean;
  100964. /**
  100965. * Limit in radians for how much Roll banking will add. (Default: 90°)
  100966. */
  100967. bankedTurnLimit: number;
  100968. /**
  100969. * Value of 0 disables the banked Roll.
  100970. * Value of 1 is equal to the Yaw angle in radians.
  100971. */
  100972. bankedTurnMultiplier: number;
  100973. /**
  100974. * The inputs manager loads all the input sources, such as keyboard and mouse.
  100975. */
  100976. inputs: FlyCameraInputsManager;
  100977. /**
  100978. * Gets the input sensibility for mouse input.
  100979. * Higher values reduce sensitivity.
  100980. */
  100981. /**
  100982. * Sets the input sensibility for a mouse input.
  100983. * Higher values reduce sensitivity.
  100984. */
  100985. angularSensibility: number;
  100986. /**
  100987. * Get the keys for camera movement forward.
  100988. */
  100989. /**
  100990. * Set the keys for camera movement forward.
  100991. */
  100992. keysForward: number[];
  100993. /**
  100994. * Get the keys for camera movement backward.
  100995. */
  100996. keysBackward: number[];
  100997. /**
  100998. * Get the keys for camera movement up.
  100999. */
  101000. /**
  101001. * Set the keys for camera movement up.
  101002. */
  101003. keysUp: number[];
  101004. /**
  101005. * Get the keys for camera movement down.
  101006. */
  101007. /**
  101008. * Set the keys for camera movement down.
  101009. */
  101010. keysDown: number[];
  101011. /**
  101012. * Get the keys for camera movement left.
  101013. */
  101014. /**
  101015. * Set the keys for camera movement left.
  101016. */
  101017. keysLeft: number[];
  101018. /**
  101019. * Set the keys for camera movement right.
  101020. */
  101021. /**
  101022. * Set the keys for camera movement right.
  101023. */
  101024. keysRight: number[];
  101025. /**
  101026. * Event raised when the camera collides with a mesh in the scene.
  101027. */
  101028. onCollide: (collidedMesh: AbstractMesh) => void;
  101029. private _collider;
  101030. private _needMoveForGravity;
  101031. private _oldPosition;
  101032. private _diffPosition;
  101033. private _newPosition;
  101034. /** @hidden */
  101035. _localDirection: Vector3;
  101036. /** @hidden */
  101037. _transformedDirection: Vector3;
  101038. /**
  101039. * Instantiates a FlyCamera.
  101040. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101041. * such as in a 3D Space Shooter or a Flight Simulator.
  101042. * @param name Define the name of the camera in the scene.
  101043. * @param position Define the starting position of the camera in the scene.
  101044. * @param scene Define the scene the camera belongs to.
  101045. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101046. */
  101047. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101048. /**
  101049. * Attach a control to the HTML DOM element.
  101050. * @param element Defines the element that listens to the input events.
  101051. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101052. */
  101053. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101054. /**
  101055. * Detach a control from the HTML DOM element.
  101056. * The camera will stop reacting to that input.
  101057. * @param element Defines the element that listens to the input events.
  101058. */
  101059. detachControl(element: HTMLElement): void;
  101060. private _collisionMask;
  101061. /**
  101062. * Get the mask that the camera ignores in collision events.
  101063. */
  101064. /**
  101065. * Set the mask that the camera ignores in collision events.
  101066. */
  101067. collisionMask: number;
  101068. /** @hidden */
  101069. _collideWithWorld(displacement: Vector3): void;
  101070. /** @hidden */
  101071. private _onCollisionPositionChange;
  101072. /** @hidden */
  101073. _checkInputs(): void;
  101074. /** @hidden */
  101075. _decideIfNeedsToMove(): boolean;
  101076. /** @hidden */
  101077. _updatePosition(): void;
  101078. /**
  101079. * Restore the Roll to its target value at the rate specified.
  101080. * @param rate - Higher means slower restoring.
  101081. * @hidden
  101082. */
  101083. restoreRoll(rate: number): void;
  101084. /**
  101085. * Destroy the camera and release the current resources held by it.
  101086. */
  101087. dispose(): void;
  101088. /**
  101089. * Get the current object class name.
  101090. * @returns the class name.
  101091. */
  101092. getClassName(): string;
  101093. }
  101094. }
  101095. declare module BABYLON {
  101096. /**
  101097. * Listen to keyboard events to control the camera.
  101098. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101099. */
  101100. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101101. /**
  101102. * Defines the camera the input is attached to.
  101103. */
  101104. camera: FlyCamera;
  101105. /**
  101106. * The list of keyboard keys used to control the forward move of the camera.
  101107. */
  101108. keysForward: number[];
  101109. /**
  101110. * The list of keyboard keys used to control the backward move of the camera.
  101111. */
  101112. keysBackward: number[];
  101113. /**
  101114. * The list of keyboard keys used to control the forward move of the camera.
  101115. */
  101116. keysUp: number[];
  101117. /**
  101118. * The list of keyboard keys used to control the backward move of the camera.
  101119. */
  101120. keysDown: number[];
  101121. /**
  101122. * The list of keyboard keys used to control the right strafe move of the camera.
  101123. */
  101124. keysRight: number[];
  101125. /**
  101126. * The list of keyboard keys used to control the left strafe move of the camera.
  101127. */
  101128. keysLeft: number[];
  101129. private _keys;
  101130. private _onCanvasBlurObserver;
  101131. private _onKeyboardObserver;
  101132. private _engine;
  101133. private _scene;
  101134. /**
  101135. * Attach the input controls to a specific dom element to get the input from.
  101136. * @param element Defines the element the controls should be listened from
  101137. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101138. */
  101139. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101140. /**
  101141. * Detach the current controls from the specified dom element.
  101142. * @param element Defines the element to stop listening the inputs from
  101143. */
  101144. detachControl(element: Nullable<HTMLElement>): void;
  101145. /**
  101146. * Gets the class name of the current intput.
  101147. * @returns the class name
  101148. */
  101149. getClassName(): string;
  101150. /** @hidden */
  101151. _onLostFocus(e: FocusEvent): void;
  101152. /**
  101153. * Get the friendly name associated with the input class.
  101154. * @returns the input friendly name
  101155. */
  101156. getSimpleName(): string;
  101157. /**
  101158. * Update the current camera state depending on the inputs that have been used this frame.
  101159. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101160. */
  101161. checkInputs(): void;
  101162. }
  101163. }
  101164. declare module BABYLON {
  101165. /**
  101166. * Manage the mouse wheel inputs to control a follow camera.
  101167. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101168. */
  101169. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101170. /**
  101171. * Defines the camera the input is attached to.
  101172. */
  101173. camera: FollowCamera;
  101174. /**
  101175. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101176. */
  101177. axisControlRadius: boolean;
  101178. /**
  101179. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101180. */
  101181. axisControlHeight: boolean;
  101182. /**
  101183. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101184. */
  101185. axisControlRotation: boolean;
  101186. /**
  101187. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101188. * relation to mouseWheel events.
  101189. */
  101190. wheelPrecision: number;
  101191. /**
  101192. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101193. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101194. */
  101195. wheelDeltaPercentage: number;
  101196. private _wheel;
  101197. private _observer;
  101198. /**
  101199. * Attach the input controls to a specific dom element to get the input from.
  101200. * @param element Defines the element the controls should be listened from
  101201. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101202. */
  101203. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101204. /**
  101205. * Detach the current controls from the specified dom element.
  101206. * @param element Defines the element to stop listening the inputs from
  101207. */
  101208. detachControl(element: Nullable<HTMLElement>): void;
  101209. /**
  101210. * Gets the class name of the current intput.
  101211. * @returns the class name
  101212. */
  101213. getClassName(): string;
  101214. /**
  101215. * Get the friendly name associated with the input class.
  101216. * @returns the input friendly name
  101217. */
  101218. getSimpleName(): string;
  101219. }
  101220. }
  101221. declare module BABYLON {
  101222. /**
  101223. * Manage the pointers inputs to control an follow camera.
  101224. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101225. */
  101226. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101227. /**
  101228. * Defines the camera the input is attached to.
  101229. */
  101230. camera: FollowCamera;
  101231. /**
  101232. * Gets the class name of the current input.
  101233. * @returns the class name
  101234. */
  101235. getClassName(): string;
  101236. /**
  101237. * Defines the pointer angular sensibility along the X axis or how fast is
  101238. * the camera rotating.
  101239. * A negative number will reverse the axis direction.
  101240. */
  101241. angularSensibilityX: number;
  101242. /**
  101243. * Defines the pointer angular sensibility along the Y axis or how fast is
  101244. * the camera rotating.
  101245. * A negative number will reverse the axis direction.
  101246. */
  101247. angularSensibilityY: number;
  101248. /**
  101249. * Defines the pointer pinch precision or how fast is the camera zooming.
  101250. * A negative number will reverse the axis direction.
  101251. */
  101252. pinchPrecision: number;
  101253. /**
  101254. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101255. * from 0.
  101256. * It defines the percentage of current camera.radius to use as delta when
  101257. * pinch zoom is used.
  101258. */
  101259. pinchDeltaPercentage: number;
  101260. /**
  101261. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101262. */
  101263. axisXControlRadius: boolean;
  101264. /**
  101265. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101266. */
  101267. axisXControlHeight: boolean;
  101268. /**
  101269. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101270. */
  101271. axisXControlRotation: boolean;
  101272. /**
  101273. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101274. */
  101275. axisYControlRadius: boolean;
  101276. /**
  101277. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101278. */
  101279. axisYControlHeight: boolean;
  101280. /**
  101281. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101282. */
  101283. axisYControlRotation: boolean;
  101284. /**
  101285. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101286. */
  101287. axisPinchControlRadius: boolean;
  101288. /**
  101289. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101290. */
  101291. axisPinchControlHeight: boolean;
  101292. /**
  101293. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101294. */
  101295. axisPinchControlRotation: boolean;
  101296. /**
  101297. * Log error messages if basic misconfiguration has occurred.
  101298. */
  101299. warningEnable: boolean;
  101300. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101301. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101302. private _warningCounter;
  101303. private _warning;
  101304. }
  101305. }
  101306. declare module BABYLON {
  101307. /**
  101308. * Default Inputs manager for the FollowCamera.
  101309. * It groups all the default supported inputs for ease of use.
  101310. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101311. */
  101312. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101313. /**
  101314. * Instantiates a new FollowCameraInputsManager.
  101315. * @param camera Defines the camera the inputs belong to
  101316. */
  101317. constructor(camera: FollowCamera);
  101318. /**
  101319. * Add keyboard input support to the input manager.
  101320. * @returns the current input manager
  101321. */
  101322. addKeyboard(): FollowCameraInputsManager;
  101323. /**
  101324. * Add mouse wheel input support to the input manager.
  101325. * @returns the current input manager
  101326. */
  101327. addMouseWheel(): FollowCameraInputsManager;
  101328. /**
  101329. * Add pointers input support to the input manager.
  101330. * @returns the current input manager
  101331. */
  101332. addPointers(): FollowCameraInputsManager;
  101333. /**
  101334. * Add orientation input support to the input manager.
  101335. * @returns the current input manager
  101336. */
  101337. addVRDeviceOrientation(): FollowCameraInputsManager;
  101338. }
  101339. }
  101340. declare module BABYLON {
  101341. /**
  101342. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101343. * an arc rotate version arcFollowCamera are available.
  101344. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101345. */
  101346. export class FollowCamera extends TargetCamera {
  101347. /**
  101348. * Distance the follow camera should follow an object at
  101349. */
  101350. radius: number;
  101351. /**
  101352. * Minimum allowed distance of the camera to the axis of rotation
  101353. * (The camera can not get closer).
  101354. * This can help limiting how the Camera is able to move in the scene.
  101355. */
  101356. lowerRadiusLimit: Nullable<number>;
  101357. /**
  101358. * Maximum allowed distance of the camera to the axis of rotation
  101359. * (The camera can not get further).
  101360. * This can help limiting how the Camera is able to move in the scene.
  101361. */
  101362. upperRadiusLimit: Nullable<number>;
  101363. /**
  101364. * Define a rotation offset between the camera and the object it follows
  101365. */
  101366. rotationOffset: number;
  101367. /**
  101368. * Minimum allowed angle to camera position relative to target object.
  101369. * This can help limiting how the Camera is able to move in the scene.
  101370. */
  101371. lowerRotationOffsetLimit: Nullable<number>;
  101372. /**
  101373. * Maximum allowed angle to camera position relative to target object.
  101374. * This can help limiting how the Camera is able to move in the scene.
  101375. */
  101376. upperRotationOffsetLimit: Nullable<number>;
  101377. /**
  101378. * Define a height offset between the camera and the object it follows.
  101379. * It can help following an object from the top (like a car chaing a plane)
  101380. */
  101381. heightOffset: number;
  101382. /**
  101383. * Minimum allowed height of camera position relative to target object.
  101384. * This can help limiting how the Camera is able to move in the scene.
  101385. */
  101386. lowerHeightOffsetLimit: Nullable<number>;
  101387. /**
  101388. * Maximum allowed height of camera position relative to target object.
  101389. * This can help limiting how the Camera is able to move in the scene.
  101390. */
  101391. upperHeightOffsetLimit: Nullable<number>;
  101392. /**
  101393. * Define how fast the camera can accelerate to follow it s target.
  101394. */
  101395. cameraAcceleration: number;
  101396. /**
  101397. * Define the speed limit of the camera following an object.
  101398. */
  101399. maxCameraSpeed: number;
  101400. /**
  101401. * Define the target of the camera.
  101402. */
  101403. lockedTarget: Nullable<AbstractMesh>;
  101404. /**
  101405. * Defines the input associated with the camera.
  101406. */
  101407. inputs: FollowCameraInputsManager;
  101408. /**
  101409. * Instantiates the follow camera.
  101410. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101411. * @param name Define the name of the camera in the scene
  101412. * @param position Define the position of the camera
  101413. * @param scene Define the scene the camera belong to
  101414. * @param lockedTarget Define the target of the camera
  101415. */
  101416. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101417. private _follow;
  101418. /**
  101419. * Attached controls to the current camera.
  101420. * @param element Defines the element the controls should be listened from
  101421. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101422. */
  101423. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101424. /**
  101425. * Detach the current controls from the camera.
  101426. * The camera will stop reacting to inputs.
  101427. * @param element Defines the element to stop listening the inputs from
  101428. */
  101429. detachControl(element: HTMLElement): void;
  101430. /** @hidden */
  101431. _checkInputs(): void;
  101432. private _checkLimits;
  101433. /**
  101434. * Gets the camera class name.
  101435. * @returns the class name
  101436. */
  101437. getClassName(): string;
  101438. }
  101439. /**
  101440. * Arc Rotate version of the follow camera.
  101441. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101442. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101443. */
  101444. export class ArcFollowCamera extends TargetCamera {
  101445. /** The longitudinal angle of the camera */
  101446. alpha: number;
  101447. /** The latitudinal angle of the camera */
  101448. beta: number;
  101449. /** The radius of the camera from its target */
  101450. radius: number;
  101451. /** Define the camera target (the messh it should follow) */
  101452. target: Nullable<AbstractMesh>;
  101453. private _cartesianCoordinates;
  101454. /**
  101455. * Instantiates a new ArcFollowCamera
  101456. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101457. * @param name Define the name of the camera
  101458. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101459. * @param beta Define the rotation angle of the camera around the elevation axis
  101460. * @param radius Define the radius of the camera from its target point
  101461. * @param target Define the target of the camera
  101462. * @param scene Define the scene the camera belongs to
  101463. */
  101464. constructor(name: string,
  101465. /** The longitudinal angle of the camera */
  101466. alpha: number,
  101467. /** The latitudinal angle of the camera */
  101468. beta: number,
  101469. /** The radius of the camera from its target */
  101470. radius: number,
  101471. /** Define the camera target (the messh it should follow) */
  101472. target: Nullable<AbstractMesh>, scene: Scene);
  101473. private _follow;
  101474. /** @hidden */
  101475. _checkInputs(): void;
  101476. /**
  101477. * Returns the class name of the object.
  101478. * It is mostly used internally for serialization purposes.
  101479. */
  101480. getClassName(): string;
  101481. }
  101482. }
  101483. declare module BABYLON {
  101484. /**
  101485. * Manage the keyboard inputs to control the movement of a follow camera.
  101486. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101487. */
  101488. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101489. /**
  101490. * Defines the camera the input is attached to.
  101491. */
  101492. camera: FollowCamera;
  101493. /**
  101494. * Defines the list of key codes associated with the up action (increase heightOffset)
  101495. */
  101496. keysHeightOffsetIncr: number[];
  101497. /**
  101498. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101499. */
  101500. keysHeightOffsetDecr: number[];
  101501. /**
  101502. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101503. */
  101504. keysHeightOffsetModifierAlt: boolean;
  101505. /**
  101506. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101507. */
  101508. keysHeightOffsetModifierCtrl: boolean;
  101509. /**
  101510. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101511. */
  101512. keysHeightOffsetModifierShift: boolean;
  101513. /**
  101514. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101515. */
  101516. keysRotationOffsetIncr: number[];
  101517. /**
  101518. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101519. */
  101520. keysRotationOffsetDecr: number[];
  101521. /**
  101522. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101523. */
  101524. keysRotationOffsetModifierAlt: boolean;
  101525. /**
  101526. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101527. */
  101528. keysRotationOffsetModifierCtrl: boolean;
  101529. /**
  101530. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101531. */
  101532. keysRotationOffsetModifierShift: boolean;
  101533. /**
  101534. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101535. */
  101536. keysRadiusIncr: number[];
  101537. /**
  101538. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101539. */
  101540. keysRadiusDecr: number[];
  101541. /**
  101542. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101543. */
  101544. keysRadiusModifierAlt: boolean;
  101545. /**
  101546. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101547. */
  101548. keysRadiusModifierCtrl: boolean;
  101549. /**
  101550. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101551. */
  101552. keysRadiusModifierShift: boolean;
  101553. /**
  101554. * Defines the rate of change of heightOffset.
  101555. */
  101556. heightSensibility: number;
  101557. /**
  101558. * Defines the rate of change of rotationOffset.
  101559. */
  101560. rotationSensibility: number;
  101561. /**
  101562. * Defines the rate of change of radius.
  101563. */
  101564. radiusSensibility: number;
  101565. private _keys;
  101566. private _ctrlPressed;
  101567. private _altPressed;
  101568. private _shiftPressed;
  101569. private _onCanvasBlurObserver;
  101570. private _onKeyboardObserver;
  101571. private _engine;
  101572. private _scene;
  101573. /**
  101574. * Attach the input controls to a specific dom element to get the input from.
  101575. * @param element Defines the element the controls should be listened from
  101576. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101577. */
  101578. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101579. /**
  101580. * Detach the current controls from the specified dom element.
  101581. * @param element Defines the element to stop listening the inputs from
  101582. */
  101583. detachControl(element: Nullable<HTMLElement>): void;
  101584. /**
  101585. * Update the current camera state depending on the inputs that have been used this frame.
  101586. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101587. */
  101588. checkInputs(): void;
  101589. /**
  101590. * Gets the class name of the current input.
  101591. * @returns the class name
  101592. */
  101593. getClassName(): string;
  101594. /**
  101595. * Get the friendly name associated with the input class.
  101596. * @returns the input friendly name
  101597. */
  101598. getSimpleName(): string;
  101599. /**
  101600. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101601. * allow modification of the heightOffset value.
  101602. */
  101603. private _modifierHeightOffset;
  101604. /**
  101605. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101606. * allow modification of the rotationOffset value.
  101607. */
  101608. private _modifierRotationOffset;
  101609. /**
  101610. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101611. * allow modification of the radius value.
  101612. */
  101613. private _modifierRadius;
  101614. }
  101615. }
  101616. declare module BABYLON {
  101617. interface FreeCameraInputsManager {
  101618. /**
  101619. * @hidden
  101620. */
  101621. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101622. /**
  101623. * Add orientation input support to the input manager.
  101624. * @returns the current input manager
  101625. */
  101626. addDeviceOrientation(): FreeCameraInputsManager;
  101627. }
  101628. /**
  101629. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101630. * Screen rotation is taken into account.
  101631. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101632. */
  101633. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101634. private _camera;
  101635. private _screenOrientationAngle;
  101636. private _constantTranform;
  101637. private _screenQuaternion;
  101638. private _alpha;
  101639. private _beta;
  101640. private _gamma;
  101641. /**
  101642. * Can be used to detect if a device orientation sensor is availible on a device
  101643. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101644. * @returns a promise that will resolve on orientation change
  101645. */
  101646. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101647. /**
  101648. * @hidden
  101649. */
  101650. _onDeviceOrientationChangedObservable: Observable<void>;
  101651. /**
  101652. * Instantiates a new input
  101653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101654. */
  101655. constructor();
  101656. /**
  101657. * Define the camera controlled by the input.
  101658. */
  101659. camera: FreeCamera;
  101660. /**
  101661. * Attach the input controls to a specific dom element to get the input from.
  101662. * @param element Defines the element the controls should be listened from
  101663. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101664. */
  101665. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101666. private _orientationChanged;
  101667. private _deviceOrientation;
  101668. /**
  101669. * Detach the current controls from the specified dom element.
  101670. * @param element Defines the element to stop listening the inputs from
  101671. */
  101672. detachControl(element: Nullable<HTMLElement>): void;
  101673. /**
  101674. * Update the current camera state depending on the inputs that have been used this frame.
  101675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101676. */
  101677. checkInputs(): void;
  101678. /**
  101679. * Gets the class name of the current intput.
  101680. * @returns the class name
  101681. */
  101682. getClassName(): string;
  101683. /**
  101684. * Get the friendly name associated with the input class.
  101685. * @returns the input friendly name
  101686. */
  101687. getSimpleName(): string;
  101688. }
  101689. }
  101690. declare module BABYLON {
  101691. /**
  101692. * Manage the gamepad inputs to control a free camera.
  101693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101694. */
  101695. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101696. /**
  101697. * Define the camera the input is attached to.
  101698. */
  101699. camera: FreeCamera;
  101700. /**
  101701. * Define the Gamepad controlling the input
  101702. */
  101703. gamepad: Nullable<Gamepad>;
  101704. /**
  101705. * Defines the gamepad rotation sensiblity.
  101706. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101707. */
  101708. gamepadAngularSensibility: number;
  101709. /**
  101710. * Defines the gamepad move sensiblity.
  101711. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101712. */
  101713. gamepadMoveSensibility: number;
  101714. private _onGamepadConnectedObserver;
  101715. private _onGamepadDisconnectedObserver;
  101716. private _cameraTransform;
  101717. private _deltaTransform;
  101718. private _vector3;
  101719. private _vector2;
  101720. /**
  101721. * Attach the input controls to a specific dom element to get the input from.
  101722. * @param element Defines the element the controls should be listened from
  101723. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101724. */
  101725. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101726. /**
  101727. * Detach the current controls from the specified dom element.
  101728. * @param element Defines the element to stop listening the inputs from
  101729. */
  101730. detachControl(element: Nullable<HTMLElement>): void;
  101731. /**
  101732. * Update the current camera state depending on the inputs that have been used this frame.
  101733. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101734. */
  101735. checkInputs(): void;
  101736. /**
  101737. * Gets the class name of the current intput.
  101738. * @returns the class name
  101739. */
  101740. getClassName(): string;
  101741. /**
  101742. * Get the friendly name associated with the input class.
  101743. * @returns the input friendly name
  101744. */
  101745. getSimpleName(): string;
  101746. }
  101747. }
  101748. declare module BABYLON {
  101749. /**
  101750. * Defines the potential axis of a Joystick
  101751. */
  101752. export enum JoystickAxis {
  101753. /** X axis */
  101754. X = 0,
  101755. /** Y axis */
  101756. Y = 1,
  101757. /** Z axis */
  101758. Z = 2
  101759. }
  101760. /**
  101761. * Class used to define virtual joystick (used in touch mode)
  101762. */
  101763. export class VirtualJoystick {
  101764. /**
  101765. * Gets or sets a boolean indicating that left and right values must be inverted
  101766. */
  101767. reverseLeftRight: boolean;
  101768. /**
  101769. * Gets or sets a boolean indicating that up and down values must be inverted
  101770. */
  101771. reverseUpDown: boolean;
  101772. /**
  101773. * Gets the offset value for the position (ie. the change of the position value)
  101774. */
  101775. deltaPosition: Vector3;
  101776. /**
  101777. * Gets a boolean indicating if the virtual joystick was pressed
  101778. */
  101779. pressed: boolean;
  101780. /**
  101781. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101782. */
  101783. static Canvas: Nullable<HTMLCanvasElement>;
  101784. private static _globalJoystickIndex;
  101785. private static vjCanvasContext;
  101786. private static vjCanvasWidth;
  101787. private static vjCanvasHeight;
  101788. private static halfWidth;
  101789. private _action;
  101790. private _axisTargetedByLeftAndRight;
  101791. private _axisTargetedByUpAndDown;
  101792. private _joystickSensibility;
  101793. private _inversedSensibility;
  101794. private _joystickPointerID;
  101795. private _joystickColor;
  101796. private _joystickPointerPos;
  101797. private _joystickPreviousPointerPos;
  101798. private _joystickPointerStartPos;
  101799. private _deltaJoystickVector;
  101800. private _leftJoystick;
  101801. private _touches;
  101802. private _onPointerDownHandlerRef;
  101803. private _onPointerMoveHandlerRef;
  101804. private _onPointerUpHandlerRef;
  101805. private _onResize;
  101806. /**
  101807. * Creates a new virtual joystick
  101808. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101809. */
  101810. constructor(leftJoystick?: boolean);
  101811. /**
  101812. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101813. * @param newJoystickSensibility defines the new sensibility
  101814. */
  101815. setJoystickSensibility(newJoystickSensibility: number): void;
  101816. private _onPointerDown;
  101817. private _onPointerMove;
  101818. private _onPointerUp;
  101819. /**
  101820. * Change the color of the virtual joystick
  101821. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101822. */
  101823. setJoystickColor(newColor: string): void;
  101824. /**
  101825. * Defines a callback to call when the joystick is touched
  101826. * @param action defines the callback
  101827. */
  101828. setActionOnTouch(action: () => any): void;
  101829. /**
  101830. * Defines which axis you'd like to control for left & right
  101831. * @param axis defines the axis to use
  101832. */
  101833. setAxisForLeftRight(axis: JoystickAxis): void;
  101834. /**
  101835. * Defines which axis you'd like to control for up & down
  101836. * @param axis defines the axis to use
  101837. */
  101838. setAxisForUpDown(axis: JoystickAxis): void;
  101839. private _drawVirtualJoystick;
  101840. /**
  101841. * Release internal HTML canvas
  101842. */
  101843. releaseCanvas(): void;
  101844. }
  101845. }
  101846. declare module BABYLON {
  101847. interface FreeCameraInputsManager {
  101848. /**
  101849. * Add virtual joystick input support to the input manager.
  101850. * @returns the current input manager
  101851. */
  101852. addVirtualJoystick(): FreeCameraInputsManager;
  101853. }
  101854. /**
  101855. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101856. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101857. */
  101858. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101859. /**
  101860. * Defines the camera the input is attached to.
  101861. */
  101862. camera: FreeCamera;
  101863. private _leftjoystick;
  101864. private _rightjoystick;
  101865. /**
  101866. * Gets the left stick of the virtual joystick.
  101867. * @returns The virtual Joystick
  101868. */
  101869. getLeftJoystick(): VirtualJoystick;
  101870. /**
  101871. * Gets the right stick of the virtual joystick.
  101872. * @returns The virtual Joystick
  101873. */
  101874. getRightJoystick(): VirtualJoystick;
  101875. /**
  101876. * Update the current camera state depending on the inputs that have been used this frame.
  101877. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101878. */
  101879. checkInputs(): void;
  101880. /**
  101881. * Attach the input controls to a specific dom element to get the input from.
  101882. * @param element Defines the element the controls should be listened from
  101883. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101884. */
  101885. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101886. /**
  101887. * Detach the current controls from the specified dom element.
  101888. * @param element Defines the element to stop listening the inputs from
  101889. */
  101890. detachControl(element: Nullable<HTMLElement>): void;
  101891. /**
  101892. * Gets the class name of the current intput.
  101893. * @returns the class name
  101894. */
  101895. getClassName(): string;
  101896. /**
  101897. * Get the friendly name associated with the input class.
  101898. * @returns the input friendly name
  101899. */
  101900. getSimpleName(): string;
  101901. }
  101902. }
  101903. declare module BABYLON {
  101904. /**
  101905. * This represents a FPS type of camera controlled by touch.
  101906. * This is like a universal camera minus the Gamepad controls.
  101907. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101908. */
  101909. export class TouchCamera extends FreeCamera {
  101910. /**
  101911. * Defines the touch sensibility for rotation.
  101912. * The higher the faster.
  101913. */
  101914. touchAngularSensibility: number;
  101915. /**
  101916. * Defines the touch sensibility for move.
  101917. * The higher the faster.
  101918. */
  101919. touchMoveSensibility: number;
  101920. /**
  101921. * Instantiates a new touch camera.
  101922. * This represents a FPS type of camera controlled by touch.
  101923. * This is like a universal camera minus the Gamepad controls.
  101924. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101925. * @param name Define the name of the camera in the scene
  101926. * @param position Define the start position of the camera in the scene
  101927. * @param scene Define the scene the camera belongs to
  101928. */
  101929. constructor(name: string, position: Vector3, scene: Scene);
  101930. /**
  101931. * Gets the current object class name.
  101932. * @return the class name
  101933. */
  101934. getClassName(): string;
  101935. /** @hidden */
  101936. _setupInputs(): void;
  101937. }
  101938. }
  101939. declare module BABYLON {
  101940. /**
  101941. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  101942. * being tilted forward or back and left or right.
  101943. */
  101944. export class DeviceOrientationCamera extends FreeCamera {
  101945. private _initialQuaternion;
  101946. private _quaternionCache;
  101947. private _tmpDragQuaternion;
  101948. /**
  101949. * Creates a new device orientation camera
  101950. * @param name The name of the camera
  101951. * @param position The start position camera
  101952. * @param scene The scene the camera belongs to
  101953. */
  101954. constructor(name: string, position: Vector3, scene: Scene);
  101955. /**
  101956. * @hidden
  101957. * Disabled pointer input on first orientation sensor update (Default: true)
  101958. */
  101959. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  101960. private _dragFactor;
  101961. /**
  101962. * Enabled turning on the y axis when the orientation sensor is active
  101963. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  101964. */
  101965. enableHorizontalDragging(dragFactor?: number): void;
  101966. /**
  101967. * Gets the current instance class name ("DeviceOrientationCamera").
  101968. * This helps avoiding instanceof at run time.
  101969. * @returns the class name
  101970. */
  101971. getClassName(): string;
  101972. /**
  101973. * @hidden
  101974. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  101975. */
  101976. _checkInputs(): void;
  101977. /**
  101978. * Reset the camera to its default orientation on the specified axis only.
  101979. * @param axis The axis to reset
  101980. */
  101981. resetToCurrentRotation(axis?: Axis): void;
  101982. }
  101983. }
  101984. declare module BABYLON {
  101985. /**
  101986. * Defines supported buttons for XBox360 compatible gamepads
  101987. */
  101988. export enum Xbox360Button {
  101989. /** A */
  101990. A = 0,
  101991. /** B */
  101992. B = 1,
  101993. /** X */
  101994. X = 2,
  101995. /** Y */
  101996. Y = 3,
  101997. /** Start */
  101998. Start = 4,
  101999. /** Back */
  102000. Back = 5,
  102001. /** Left button */
  102002. LB = 6,
  102003. /** Right button */
  102004. RB = 7,
  102005. /** Left stick */
  102006. LeftStick = 8,
  102007. /** Right stick */
  102008. RightStick = 9
  102009. }
  102010. /** Defines values for XBox360 DPad */
  102011. export enum Xbox360Dpad {
  102012. /** Up */
  102013. Up = 0,
  102014. /** Down */
  102015. Down = 1,
  102016. /** Left */
  102017. Left = 2,
  102018. /** Right */
  102019. Right = 3
  102020. }
  102021. /**
  102022. * Defines a XBox360 gamepad
  102023. */
  102024. export class Xbox360Pad extends Gamepad {
  102025. private _leftTrigger;
  102026. private _rightTrigger;
  102027. private _onlefttriggerchanged;
  102028. private _onrighttriggerchanged;
  102029. private _onbuttondown;
  102030. private _onbuttonup;
  102031. private _ondpaddown;
  102032. private _ondpadup;
  102033. /** Observable raised when a button is pressed */
  102034. onButtonDownObservable: Observable<Xbox360Button>;
  102035. /** Observable raised when a button is released */
  102036. onButtonUpObservable: Observable<Xbox360Button>;
  102037. /** Observable raised when a pad is pressed */
  102038. onPadDownObservable: Observable<Xbox360Dpad>;
  102039. /** Observable raised when a pad is released */
  102040. onPadUpObservable: Observable<Xbox360Dpad>;
  102041. private _buttonA;
  102042. private _buttonB;
  102043. private _buttonX;
  102044. private _buttonY;
  102045. private _buttonBack;
  102046. private _buttonStart;
  102047. private _buttonLB;
  102048. private _buttonRB;
  102049. private _buttonLeftStick;
  102050. private _buttonRightStick;
  102051. private _dPadUp;
  102052. private _dPadDown;
  102053. private _dPadLeft;
  102054. private _dPadRight;
  102055. private _isXboxOnePad;
  102056. /**
  102057. * Creates a new XBox360 gamepad object
  102058. * @param id defines the id of this gamepad
  102059. * @param index defines its index
  102060. * @param gamepad defines the internal HTML gamepad object
  102061. * @param xboxOne defines if it is a XBox One gamepad
  102062. */
  102063. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102064. /**
  102065. * Defines the callback to call when left trigger is pressed
  102066. * @param callback defines the callback to use
  102067. */
  102068. onlefttriggerchanged(callback: (value: number) => void): void;
  102069. /**
  102070. * Defines the callback to call when right trigger is pressed
  102071. * @param callback defines the callback to use
  102072. */
  102073. onrighttriggerchanged(callback: (value: number) => void): void;
  102074. /**
  102075. * Gets the left trigger value
  102076. */
  102077. /**
  102078. * Sets the left trigger value
  102079. */
  102080. leftTrigger: number;
  102081. /**
  102082. * Gets the right trigger value
  102083. */
  102084. /**
  102085. * Sets the right trigger value
  102086. */
  102087. rightTrigger: number;
  102088. /**
  102089. * Defines the callback to call when a button is pressed
  102090. * @param callback defines the callback to use
  102091. */
  102092. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102093. /**
  102094. * Defines the callback to call when a button is released
  102095. * @param callback defines the callback to use
  102096. */
  102097. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102098. /**
  102099. * Defines the callback to call when a pad is pressed
  102100. * @param callback defines the callback to use
  102101. */
  102102. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102103. /**
  102104. * Defines the callback to call when a pad is released
  102105. * @param callback defines the callback to use
  102106. */
  102107. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102108. private _setButtonValue;
  102109. private _setDPadValue;
  102110. /**
  102111. * Gets the value of the `A` button
  102112. */
  102113. /**
  102114. * Sets the value of the `A` button
  102115. */
  102116. buttonA: number;
  102117. /**
  102118. * Gets the value of the `B` button
  102119. */
  102120. /**
  102121. * Sets the value of the `B` button
  102122. */
  102123. buttonB: number;
  102124. /**
  102125. * Gets the value of the `X` button
  102126. */
  102127. /**
  102128. * Sets the value of the `X` button
  102129. */
  102130. buttonX: number;
  102131. /**
  102132. * Gets the value of the `Y` button
  102133. */
  102134. /**
  102135. * Sets the value of the `Y` button
  102136. */
  102137. buttonY: number;
  102138. /**
  102139. * Gets the value of the `Start` button
  102140. */
  102141. /**
  102142. * Sets the value of the `Start` button
  102143. */
  102144. buttonStart: number;
  102145. /**
  102146. * Gets the value of the `Back` button
  102147. */
  102148. /**
  102149. * Sets the value of the `Back` button
  102150. */
  102151. buttonBack: number;
  102152. /**
  102153. * Gets the value of the `Left` button
  102154. */
  102155. /**
  102156. * Sets the value of the `Left` button
  102157. */
  102158. buttonLB: number;
  102159. /**
  102160. * Gets the value of the `Right` button
  102161. */
  102162. /**
  102163. * Sets the value of the `Right` button
  102164. */
  102165. buttonRB: number;
  102166. /**
  102167. * Gets the value of the Left joystick
  102168. */
  102169. /**
  102170. * Sets the value of the Left joystick
  102171. */
  102172. buttonLeftStick: number;
  102173. /**
  102174. * Gets the value of the Right joystick
  102175. */
  102176. /**
  102177. * Sets the value of the Right joystick
  102178. */
  102179. buttonRightStick: number;
  102180. /**
  102181. * Gets the value of D-pad up
  102182. */
  102183. /**
  102184. * Sets the value of D-pad up
  102185. */
  102186. dPadUp: number;
  102187. /**
  102188. * Gets the value of D-pad down
  102189. */
  102190. /**
  102191. * Sets the value of D-pad down
  102192. */
  102193. dPadDown: number;
  102194. /**
  102195. * Gets the value of D-pad left
  102196. */
  102197. /**
  102198. * Sets the value of D-pad left
  102199. */
  102200. dPadLeft: number;
  102201. /**
  102202. * Gets the value of D-pad right
  102203. */
  102204. /**
  102205. * Sets the value of D-pad right
  102206. */
  102207. dPadRight: number;
  102208. /**
  102209. * Force the gamepad to synchronize with device values
  102210. */
  102211. update(): void;
  102212. /**
  102213. * Disposes the gamepad
  102214. */
  102215. dispose(): void;
  102216. }
  102217. }
  102218. declare module BABYLON {
  102219. /**
  102220. * Manager for handling gamepads
  102221. */
  102222. export class GamepadManager {
  102223. private _scene?;
  102224. private _babylonGamepads;
  102225. private _oneGamepadConnected;
  102226. /** @hidden */
  102227. _isMonitoring: boolean;
  102228. private _gamepadEventSupported;
  102229. private _gamepadSupport;
  102230. /**
  102231. * observable to be triggered when the gamepad controller has been connected
  102232. */
  102233. onGamepadConnectedObservable: Observable<Gamepad>;
  102234. /**
  102235. * observable to be triggered when the gamepad controller has been disconnected
  102236. */
  102237. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102238. private _onGamepadConnectedEvent;
  102239. private _onGamepadDisconnectedEvent;
  102240. /**
  102241. * Initializes the gamepad manager
  102242. * @param _scene BabylonJS scene
  102243. */
  102244. constructor(_scene?: Scene | undefined);
  102245. /**
  102246. * The gamepads in the game pad manager
  102247. */
  102248. readonly gamepads: Gamepad[];
  102249. /**
  102250. * Get the gamepad controllers based on type
  102251. * @param type The type of gamepad controller
  102252. * @returns Nullable gamepad
  102253. */
  102254. getGamepadByType(type?: number): Nullable<Gamepad>;
  102255. /**
  102256. * Disposes the gamepad manager
  102257. */
  102258. dispose(): void;
  102259. private _addNewGamepad;
  102260. private _startMonitoringGamepads;
  102261. private _stopMonitoringGamepads;
  102262. /** @hidden */
  102263. _checkGamepadsStatus(): void;
  102264. private _updateGamepadObjects;
  102265. }
  102266. }
  102267. declare module BABYLON {
  102268. interface Scene {
  102269. /** @hidden */
  102270. _gamepadManager: Nullable<GamepadManager>;
  102271. /**
  102272. * Gets the gamepad manager associated with the scene
  102273. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102274. */
  102275. gamepadManager: GamepadManager;
  102276. }
  102277. /**
  102278. * Interface representing a free camera inputs manager
  102279. */
  102280. interface FreeCameraInputsManager {
  102281. /**
  102282. * Adds gamepad input support to the FreeCameraInputsManager.
  102283. * @returns the FreeCameraInputsManager
  102284. */
  102285. addGamepad(): FreeCameraInputsManager;
  102286. }
  102287. /**
  102288. * Interface representing an arc rotate camera inputs manager
  102289. */
  102290. interface ArcRotateCameraInputsManager {
  102291. /**
  102292. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102293. * @returns the camera inputs manager
  102294. */
  102295. addGamepad(): ArcRotateCameraInputsManager;
  102296. }
  102297. /**
  102298. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102299. */
  102300. export class GamepadSystemSceneComponent implements ISceneComponent {
  102301. /**
  102302. * The component name helpfull to identify the component in the list of scene components.
  102303. */
  102304. readonly name: string;
  102305. /**
  102306. * The scene the component belongs to.
  102307. */
  102308. scene: Scene;
  102309. /**
  102310. * Creates a new instance of the component for the given scene
  102311. * @param scene Defines the scene to register the component in
  102312. */
  102313. constructor(scene: Scene);
  102314. /**
  102315. * Registers the component in a given scene
  102316. */
  102317. register(): void;
  102318. /**
  102319. * Rebuilds the elements related to this component in case of
  102320. * context lost for instance.
  102321. */
  102322. rebuild(): void;
  102323. /**
  102324. * Disposes the component and the associated ressources
  102325. */
  102326. dispose(): void;
  102327. private _beforeCameraUpdate;
  102328. }
  102329. }
  102330. declare module BABYLON {
  102331. /**
  102332. * 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,
  102333. * which still works and will still be found in many Playgrounds.
  102334. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102335. */
  102336. export class UniversalCamera extends TouchCamera {
  102337. /**
  102338. * Defines the gamepad rotation sensiblity.
  102339. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102340. */
  102341. gamepadAngularSensibility: number;
  102342. /**
  102343. * Defines the gamepad move sensiblity.
  102344. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102345. */
  102346. gamepadMoveSensibility: number;
  102347. /**
  102348. * 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,
  102349. * which still works and will still be found in many Playgrounds.
  102350. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102351. * @param name Define the name of the camera in the scene
  102352. * @param position Define the start position of the camera in the scene
  102353. * @param scene Define the scene the camera belongs to
  102354. */
  102355. constructor(name: string, position: Vector3, scene: Scene);
  102356. /**
  102357. * Gets the current object class name.
  102358. * @return the class name
  102359. */
  102360. getClassName(): string;
  102361. }
  102362. }
  102363. declare module BABYLON {
  102364. /**
  102365. * This represents a FPS type of camera. This is only here for back compat purpose.
  102366. * Please use the UniversalCamera instead as both are identical.
  102367. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102368. */
  102369. export class GamepadCamera extends UniversalCamera {
  102370. /**
  102371. * Instantiates a new Gamepad Camera
  102372. * This represents a FPS type of camera. This is only here for back compat purpose.
  102373. * Please use the UniversalCamera instead as both are identical.
  102374. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102375. * @param name Define the name of the camera in the scene
  102376. * @param position Define the start position of the camera in the scene
  102377. * @param scene Define the scene the camera belongs to
  102378. */
  102379. constructor(name: string, position: Vector3, scene: Scene);
  102380. /**
  102381. * Gets the current object class name.
  102382. * @return the class name
  102383. */
  102384. getClassName(): string;
  102385. }
  102386. }
  102387. declare module BABYLON {
  102388. /** @hidden */
  102389. export var passPixelShader: {
  102390. name: string;
  102391. shader: string;
  102392. };
  102393. }
  102394. declare module BABYLON {
  102395. /** @hidden */
  102396. export var passCubePixelShader: {
  102397. name: string;
  102398. shader: string;
  102399. };
  102400. }
  102401. declare module BABYLON {
  102402. /**
  102403. * PassPostProcess which produces an output the same as it's input
  102404. */
  102405. export class PassPostProcess extends PostProcess {
  102406. /**
  102407. * Creates the PassPostProcess
  102408. * @param name The name of the effect.
  102409. * @param options The required width/height ratio to downsize to before computing the render pass.
  102410. * @param camera The camera to apply the render pass to.
  102411. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102412. * @param engine The engine which the post process will be applied. (default: current engine)
  102413. * @param reusable If the post process can be reused on the same frame. (default: false)
  102414. * @param textureType The type of texture to be used when performing the post processing.
  102415. * @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)
  102416. */
  102417. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102418. }
  102419. /**
  102420. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102421. */
  102422. export class PassCubePostProcess extends PostProcess {
  102423. private _face;
  102424. /**
  102425. * Gets or sets the cube face to display.
  102426. * * 0 is +X
  102427. * * 1 is -X
  102428. * * 2 is +Y
  102429. * * 3 is -Y
  102430. * * 4 is +Z
  102431. * * 5 is -Z
  102432. */
  102433. face: number;
  102434. /**
  102435. * Creates the PassCubePostProcess
  102436. * @param name The name of the effect.
  102437. * @param options The required width/height ratio to downsize to before computing the render pass.
  102438. * @param camera The camera to apply the render pass to.
  102439. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102440. * @param engine The engine which the post process will be applied. (default: current engine)
  102441. * @param reusable If the post process can be reused on the same frame. (default: false)
  102442. * @param textureType The type of texture to be used when performing the post processing.
  102443. * @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)
  102444. */
  102445. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102446. }
  102447. }
  102448. declare module BABYLON {
  102449. /** @hidden */
  102450. export var anaglyphPixelShader: {
  102451. name: string;
  102452. shader: string;
  102453. };
  102454. }
  102455. declare module BABYLON {
  102456. /**
  102457. * Postprocess used to generate anaglyphic rendering
  102458. */
  102459. export class AnaglyphPostProcess extends PostProcess {
  102460. private _passedProcess;
  102461. /**
  102462. * Creates a new AnaglyphPostProcess
  102463. * @param name defines postprocess name
  102464. * @param options defines creation options or target ratio scale
  102465. * @param rigCameras defines cameras using this postprocess
  102466. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102467. * @param engine defines hosting engine
  102468. * @param reusable defines if the postprocess will be reused multiple times per frame
  102469. */
  102470. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102471. }
  102472. }
  102473. declare module BABYLON {
  102474. /**
  102475. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102476. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102477. */
  102478. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102479. /**
  102480. * Creates a new AnaglyphArcRotateCamera
  102481. * @param name defines camera name
  102482. * @param alpha defines alpha angle (in radians)
  102483. * @param beta defines beta angle (in radians)
  102484. * @param radius defines radius
  102485. * @param target defines camera target
  102486. * @param interaxialDistance defines distance between each color axis
  102487. * @param scene defines the hosting scene
  102488. */
  102489. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102490. /**
  102491. * Gets camera class name
  102492. * @returns AnaglyphArcRotateCamera
  102493. */
  102494. getClassName(): string;
  102495. }
  102496. }
  102497. declare module BABYLON {
  102498. /**
  102499. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102500. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102501. */
  102502. export class AnaglyphFreeCamera extends FreeCamera {
  102503. /**
  102504. * Creates a new AnaglyphFreeCamera
  102505. * @param name defines camera name
  102506. * @param position defines initial position
  102507. * @param interaxialDistance defines distance between each color axis
  102508. * @param scene defines the hosting scene
  102509. */
  102510. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102511. /**
  102512. * Gets camera class name
  102513. * @returns AnaglyphFreeCamera
  102514. */
  102515. getClassName(): string;
  102516. }
  102517. }
  102518. declare module BABYLON {
  102519. /**
  102520. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102521. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102522. */
  102523. export class AnaglyphGamepadCamera extends GamepadCamera {
  102524. /**
  102525. * Creates a new AnaglyphGamepadCamera
  102526. * @param name defines camera name
  102527. * @param position defines initial position
  102528. * @param interaxialDistance defines distance between each color axis
  102529. * @param scene defines the hosting scene
  102530. */
  102531. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102532. /**
  102533. * Gets camera class name
  102534. * @returns AnaglyphGamepadCamera
  102535. */
  102536. getClassName(): string;
  102537. }
  102538. }
  102539. declare module BABYLON {
  102540. /**
  102541. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102542. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102543. */
  102544. export class AnaglyphUniversalCamera extends UniversalCamera {
  102545. /**
  102546. * Creates a new AnaglyphUniversalCamera
  102547. * @param name defines camera name
  102548. * @param position defines initial position
  102549. * @param interaxialDistance defines distance between each color axis
  102550. * @param scene defines the hosting scene
  102551. */
  102552. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102553. /**
  102554. * Gets camera class name
  102555. * @returns AnaglyphUniversalCamera
  102556. */
  102557. getClassName(): string;
  102558. }
  102559. }
  102560. declare module BABYLON {
  102561. /** @hidden */
  102562. export var stereoscopicInterlacePixelShader: {
  102563. name: string;
  102564. shader: string;
  102565. };
  102566. }
  102567. declare module BABYLON {
  102568. /**
  102569. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102570. */
  102571. export class StereoscopicInterlacePostProcess extends PostProcess {
  102572. private _stepSize;
  102573. private _passedProcess;
  102574. /**
  102575. * Initializes a StereoscopicInterlacePostProcess
  102576. * @param name The name of the effect.
  102577. * @param rigCameras The rig cameras to be appled to the post process
  102578. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102579. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102580. * @param engine The engine which the post process will be applied. (default: current engine)
  102581. * @param reusable If the post process can be reused on the same frame. (default: false)
  102582. */
  102583. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102584. }
  102585. }
  102586. declare module BABYLON {
  102587. /**
  102588. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102589. * @see http://doc.babylonjs.com/features/cameras
  102590. */
  102591. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102592. /**
  102593. * Creates a new StereoscopicArcRotateCamera
  102594. * @param name defines camera name
  102595. * @param alpha defines alpha angle (in radians)
  102596. * @param beta defines beta angle (in radians)
  102597. * @param radius defines radius
  102598. * @param target defines camera target
  102599. * @param interaxialDistance defines distance between each color axis
  102600. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102601. * @param scene defines the hosting scene
  102602. */
  102603. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102604. /**
  102605. * Gets camera class name
  102606. * @returns StereoscopicArcRotateCamera
  102607. */
  102608. getClassName(): string;
  102609. }
  102610. }
  102611. declare module BABYLON {
  102612. /**
  102613. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102614. * @see http://doc.babylonjs.com/features/cameras
  102615. */
  102616. export class StereoscopicFreeCamera extends FreeCamera {
  102617. /**
  102618. * Creates a new StereoscopicFreeCamera
  102619. * @param name defines camera name
  102620. * @param position defines initial position
  102621. * @param interaxialDistance defines distance between each color axis
  102622. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102623. * @param scene defines the hosting scene
  102624. */
  102625. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102626. /**
  102627. * Gets camera class name
  102628. * @returns StereoscopicFreeCamera
  102629. */
  102630. getClassName(): string;
  102631. }
  102632. }
  102633. declare module BABYLON {
  102634. /**
  102635. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102636. * @see http://doc.babylonjs.com/features/cameras
  102637. */
  102638. export class StereoscopicGamepadCamera extends GamepadCamera {
  102639. /**
  102640. * Creates a new StereoscopicGamepadCamera
  102641. * @param name defines camera name
  102642. * @param position defines initial position
  102643. * @param interaxialDistance defines distance between each color axis
  102644. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102645. * @param scene defines the hosting scene
  102646. */
  102647. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102648. /**
  102649. * Gets camera class name
  102650. * @returns StereoscopicGamepadCamera
  102651. */
  102652. getClassName(): string;
  102653. }
  102654. }
  102655. declare module BABYLON {
  102656. /**
  102657. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102658. * @see http://doc.babylonjs.com/features/cameras
  102659. */
  102660. export class StereoscopicUniversalCamera extends UniversalCamera {
  102661. /**
  102662. * Creates a new StereoscopicUniversalCamera
  102663. * @param name defines camera name
  102664. * @param position defines initial position
  102665. * @param interaxialDistance defines distance between each color axis
  102666. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102667. * @param scene defines the hosting scene
  102668. */
  102669. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102670. /**
  102671. * Gets camera class name
  102672. * @returns StereoscopicUniversalCamera
  102673. */
  102674. getClassName(): string;
  102675. }
  102676. }
  102677. declare module BABYLON {
  102678. /**
  102679. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102680. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102681. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102682. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102683. */
  102684. export class VirtualJoysticksCamera extends FreeCamera {
  102685. /**
  102686. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102687. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102688. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102689. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102690. * @param name Define the name of the camera in the scene
  102691. * @param position Define the start position of the camera in the scene
  102692. * @param scene Define the scene the camera belongs to
  102693. */
  102694. constructor(name: string, position: Vector3, scene: Scene);
  102695. /**
  102696. * Gets the current object class name.
  102697. * @return the class name
  102698. */
  102699. getClassName(): string;
  102700. }
  102701. }
  102702. declare module BABYLON {
  102703. /**
  102704. * This represents all the required metrics to create a VR camera.
  102705. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102706. */
  102707. export class VRCameraMetrics {
  102708. /**
  102709. * Define the horizontal resolution off the screen.
  102710. */
  102711. hResolution: number;
  102712. /**
  102713. * Define the vertical resolution off the screen.
  102714. */
  102715. vResolution: number;
  102716. /**
  102717. * Define the horizontal screen size.
  102718. */
  102719. hScreenSize: number;
  102720. /**
  102721. * Define the vertical screen size.
  102722. */
  102723. vScreenSize: number;
  102724. /**
  102725. * Define the vertical screen center position.
  102726. */
  102727. vScreenCenter: number;
  102728. /**
  102729. * Define the distance of the eyes to the screen.
  102730. */
  102731. eyeToScreenDistance: number;
  102732. /**
  102733. * Define the distance between both lenses
  102734. */
  102735. lensSeparationDistance: number;
  102736. /**
  102737. * Define the distance between both viewer's eyes.
  102738. */
  102739. interpupillaryDistance: number;
  102740. /**
  102741. * Define the distortion factor of the VR postprocess.
  102742. * Please, touch with care.
  102743. */
  102744. distortionK: number[];
  102745. /**
  102746. * Define the chromatic aberration correction factors for the VR post process.
  102747. */
  102748. chromaAbCorrection: number[];
  102749. /**
  102750. * Define the scale factor of the post process.
  102751. * The smaller the better but the slower.
  102752. */
  102753. postProcessScaleFactor: number;
  102754. /**
  102755. * Define an offset for the lens center.
  102756. */
  102757. lensCenterOffset: number;
  102758. /**
  102759. * Define if the current vr camera should compensate the distortion of the lense or not.
  102760. */
  102761. compensateDistortion: boolean;
  102762. /**
  102763. * Defines if multiview should be enabled when rendering (Default: false)
  102764. */
  102765. multiviewEnabled: boolean;
  102766. /**
  102767. * Gets the rendering aspect ratio based on the provided resolutions.
  102768. */
  102769. readonly aspectRatio: number;
  102770. /**
  102771. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102772. */
  102773. readonly aspectRatioFov: number;
  102774. /**
  102775. * @hidden
  102776. */
  102777. readonly leftHMatrix: Matrix;
  102778. /**
  102779. * @hidden
  102780. */
  102781. readonly rightHMatrix: Matrix;
  102782. /**
  102783. * @hidden
  102784. */
  102785. readonly leftPreViewMatrix: Matrix;
  102786. /**
  102787. * @hidden
  102788. */
  102789. readonly rightPreViewMatrix: Matrix;
  102790. /**
  102791. * Get the default VRMetrics based on the most generic setup.
  102792. * @returns the default vr metrics
  102793. */
  102794. static GetDefault(): VRCameraMetrics;
  102795. }
  102796. }
  102797. declare module BABYLON {
  102798. /** @hidden */
  102799. export var vrDistortionCorrectionPixelShader: {
  102800. name: string;
  102801. shader: string;
  102802. };
  102803. }
  102804. declare module BABYLON {
  102805. /**
  102806. * VRDistortionCorrectionPostProcess used for mobile VR
  102807. */
  102808. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102809. private _isRightEye;
  102810. private _distortionFactors;
  102811. private _postProcessScaleFactor;
  102812. private _lensCenterOffset;
  102813. private _scaleIn;
  102814. private _scaleFactor;
  102815. private _lensCenter;
  102816. /**
  102817. * Initializes the VRDistortionCorrectionPostProcess
  102818. * @param name The name of the effect.
  102819. * @param camera The camera to apply the render pass to.
  102820. * @param isRightEye If this is for the right eye distortion
  102821. * @param vrMetrics All the required metrics for the VR camera
  102822. */
  102823. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102824. }
  102825. }
  102826. declare module BABYLON {
  102827. /**
  102828. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102829. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102830. */
  102831. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102832. /**
  102833. * Creates a new VRDeviceOrientationArcRotateCamera
  102834. * @param name defines camera name
  102835. * @param alpha defines the camera rotation along the logitudinal axis
  102836. * @param beta defines the camera rotation along the latitudinal axis
  102837. * @param radius defines the camera distance from its target
  102838. * @param target defines the camera target
  102839. * @param scene defines the scene the camera belongs to
  102840. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102841. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102842. */
  102843. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102844. /**
  102845. * Gets camera class name
  102846. * @returns VRDeviceOrientationArcRotateCamera
  102847. */
  102848. getClassName(): string;
  102849. }
  102850. }
  102851. declare module BABYLON {
  102852. /**
  102853. * Camera used to simulate VR rendering (based on FreeCamera)
  102854. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102855. */
  102856. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102857. /**
  102858. * Creates a new VRDeviceOrientationFreeCamera
  102859. * @param name defines camera name
  102860. * @param position defines the start position of the camera
  102861. * @param scene defines the scene the camera belongs to
  102862. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102863. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102864. */
  102865. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102866. /**
  102867. * Gets camera class name
  102868. * @returns VRDeviceOrientationFreeCamera
  102869. */
  102870. getClassName(): string;
  102871. }
  102872. }
  102873. declare module BABYLON {
  102874. /**
  102875. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  102876. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102877. */
  102878. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  102879. /**
  102880. * Creates a new VRDeviceOrientationGamepadCamera
  102881. * @param name defines camera name
  102882. * @param position defines the start position of the camera
  102883. * @param scene defines the scene the camera belongs to
  102884. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102885. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102886. */
  102887. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102888. /**
  102889. * Gets camera class name
  102890. * @returns VRDeviceOrientationGamepadCamera
  102891. */
  102892. getClassName(): string;
  102893. }
  102894. }
  102895. declare module BABYLON {
  102896. /**
  102897. * Base class of materials working in push mode in babylon JS
  102898. * @hidden
  102899. */
  102900. export class PushMaterial extends Material {
  102901. protected _activeEffect: Effect;
  102902. protected _normalMatrix: Matrix;
  102903. /**
  102904. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  102905. * This means that the material can keep using a previous shader while a new one is being compiled.
  102906. * This is mostly used when shader parallel compilation is supported (true by default)
  102907. */
  102908. allowShaderHotSwapping: boolean;
  102909. constructor(name: string, scene: Scene);
  102910. getEffect(): Effect;
  102911. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  102912. /**
  102913. * Binds the given world matrix to the active effect
  102914. *
  102915. * @param world the matrix to bind
  102916. */
  102917. bindOnlyWorldMatrix(world: Matrix): void;
  102918. /**
  102919. * Binds the given normal matrix to the active effect
  102920. *
  102921. * @param normalMatrix the matrix to bind
  102922. */
  102923. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  102924. bind(world: Matrix, mesh?: Mesh): void;
  102925. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  102926. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  102927. }
  102928. }
  102929. declare module BABYLON {
  102930. /**
  102931. * This groups all the flags used to control the materials channel.
  102932. */
  102933. export class MaterialFlags {
  102934. private static _DiffuseTextureEnabled;
  102935. /**
  102936. * Are diffuse textures enabled in the application.
  102937. */
  102938. static DiffuseTextureEnabled: boolean;
  102939. private static _AmbientTextureEnabled;
  102940. /**
  102941. * Are ambient textures enabled in the application.
  102942. */
  102943. static AmbientTextureEnabled: boolean;
  102944. private static _OpacityTextureEnabled;
  102945. /**
  102946. * Are opacity textures enabled in the application.
  102947. */
  102948. static OpacityTextureEnabled: boolean;
  102949. private static _ReflectionTextureEnabled;
  102950. /**
  102951. * Are reflection textures enabled in the application.
  102952. */
  102953. static ReflectionTextureEnabled: boolean;
  102954. private static _EmissiveTextureEnabled;
  102955. /**
  102956. * Are emissive textures enabled in the application.
  102957. */
  102958. static EmissiveTextureEnabled: boolean;
  102959. private static _SpecularTextureEnabled;
  102960. /**
  102961. * Are specular textures enabled in the application.
  102962. */
  102963. static SpecularTextureEnabled: boolean;
  102964. private static _BumpTextureEnabled;
  102965. /**
  102966. * Are bump textures enabled in the application.
  102967. */
  102968. static BumpTextureEnabled: boolean;
  102969. private static _LightmapTextureEnabled;
  102970. /**
  102971. * Are lightmap textures enabled in the application.
  102972. */
  102973. static LightmapTextureEnabled: boolean;
  102974. private static _RefractionTextureEnabled;
  102975. /**
  102976. * Are refraction textures enabled in the application.
  102977. */
  102978. static RefractionTextureEnabled: boolean;
  102979. private static _ColorGradingTextureEnabled;
  102980. /**
  102981. * Are color grading textures enabled in the application.
  102982. */
  102983. static ColorGradingTextureEnabled: boolean;
  102984. private static _FresnelEnabled;
  102985. /**
  102986. * Are fresnels enabled in the application.
  102987. */
  102988. static FresnelEnabled: boolean;
  102989. private static _ClearCoatTextureEnabled;
  102990. /**
  102991. * Are clear coat textures enabled in the application.
  102992. */
  102993. static ClearCoatTextureEnabled: boolean;
  102994. private static _ClearCoatBumpTextureEnabled;
  102995. /**
  102996. * Are clear coat bump textures enabled in the application.
  102997. */
  102998. static ClearCoatBumpTextureEnabled: boolean;
  102999. private static _ClearCoatTintTextureEnabled;
  103000. /**
  103001. * Are clear coat tint textures enabled in the application.
  103002. */
  103003. static ClearCoatTintTextureEnabled: boolean;
  103004. private static _SheenTextureEnabled;
  103005. /**
  103006. * Are sheen textures enabled in the application.
  103007. */
  103008. static SheenTextureEnabled: boolean;
  103009. private static _AnisotropicTextureEnabled;
  103010. /**
  103011. * Are anisotropic textures enabled in the application.
  103012. */
  103013. static AnisotropicTextureEnabled: boolean;
  103014. private static _ThicknessTextureEnabled;
  103015. /**
  103016. * Are thickness textures enabled in the application.
  103017. */
  103018. static ThicknessTextureEnabled: boolean;
  103019. }
  103020. }
  103021. declare module BABYLON {
  103022. /** @hidden */
  103023. export var defaultFragmentDeclaration: {
  103024. name: string;
  103025. shader: string;
  103026. };
  103027. }
  103028. declare module BABYLON {
  103029. /** @hidden */
  103030. export var defaultUboDeclaration: {
  103031. name: string;
  103032. shader: string;
  103033. };
  103034. }
  103035. declare module BABYLON {
  103036. /** @hidden */
  103037. export var lightFragmentDeclaration: {
  103038. name: string;
  103039. shader: string;
  103040. };
  103041. }
  103042. declare module BABYLON {
  103043. /** @hidden */
  103044. export var lightUboDeclaration: {
  103045. name: string;
  103046. shader: string;
  103047. };
  103048. }
  103049. declare module BABYLON {
  103050. /** @hidden */
  103051. export var lightsFragmentFunctions: {
  103052. name: string;
  103053. shader: string;
  103054. };
  103055. }
  103056. declare module BABYLON {
  103057. /** @hidden */
  103058. export var shadowsFragmentFunctions: {
  103059. name: string;
  103060. shader: string;
  103061. };
  103062. }
  103063. declare module BABYLON {
  103064. /** @hidden */
  103065. export var fresnelFunction: {
  103066. name: string;
  103067. shader: string;
  103068. };
  103069. }
  103070. declare module BABYLON {
  103071. /** @hidden */
  103072. export var reflectionFunction: {
  103073. name: string;
  103074. shader: string;
  103075. };
  103076. }
  103077. declare module BABYLON {
  103078. /** @hidden */
  103079. export var bumpFragmentFunctions: {
  103080. name: string;
  103081. shader: string;
  103082. };
  103083. }
  103084. declare module BABYLON {
  103085. /** @hidden */
  103086. export var logDepthDeclaration: {
  103087. name: string;
  103088. shader: string;
  103089. };
  103090. }
  103091. declare module BABYLON {
  103092. /** @hidden */
  103093. export var bumpFragment: {
  103094. name: string;
  103095. shader: string;
  103096. };
  103097. }
  103098. declare module BABYLON {
  103099. /** @hidden */
  103100. export var depthPrePass: {
  103101. name: string;
  103102. shader: string;
  103103. };
  103104. }
  103105. declare module BABYLON {
  103106. /** @hidden */
  103107. export var lightFragment: {
  103108. name: string;
  103109. shader: string;
  103110. };
  103111. }
  103112. declare module BABYLON {
  103113. /** @hidden */
  103114. export var logDepthFragment: {
  103115. name: string;
  103116. shader: string;
  103117. };
  103118. }
  103119. declare module BABYLON {
  103120. /** @hidden */
  103121. export var defaultPixelShader: {
  103122. name: string;
  103123. shader: string;
  103124. };
  103125. }
  103126. declare module BABYLON {
  103127. /** @hidden */
  103128. export var defaultVertexDeclaration: {
  103129. name: string;
  103130. shader: string;
  103131. };
  103132. }
  103133. declare module BABYLON {
  103134. /** @hidden */
  103135. export var bumpVertexDeclaration: {
  103136. name: string;
  103137. shader: string;
  103138. };
  103139. }
  103140. declare module BABYLON {
  103141. /** @hidden */
  103142. export var bumpVertex: {
  103143. name: string;
  103144. shader: string;
  103145. };
  103146. }
  103147. declare module BABYLON {
  103148. /** @hidden */
  103149. export var fogVertex: {
  103150. name: string;
  103151. shader: string;
  103152. };
  103153. }
  103154. declare module BABYLON {
  103155. /** @hidden */
  103156. export var shadowsVertex: {
  103157. name: string;
  103158. shader: string;
  103159. };
  103160. }
  103161. declare module BABYLON {
  103162. /** @hidden */
  103163. export var pointCloudVertex: {
  103164. name: string;
  103165. shader: string;
  103166. };
  103167. }
  103168. declare module BABYLON {
  103169. /** @hidden */
  103170. export var logDepthVertex: {
  103171. name: string;
  103172. shader: string;
  103173. };
  103174. }
  103175. declare module BABYLON {
  103176. /** @hidden */
  103177. export var defaultVertexShader: {
  103178. name: string;
  103179. shader: string;
  103180. };
  103181. }
  103182. declare module BABYLON {
  103183. /** @hidden */
  103184. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103185. MAINUV1: boolean;
  103186. MAINUV2: boolean;
  103187. DIFFUSE: boolean;
  103188. DIFFUSEDIRECTUV: number;
  103189. AMBIENT: boolean;
  103190. AMBIENTDIRECTUV: number;
  103191. OPACITY: boolean;
  103192. OPACITYDIRECTUV: number;
  103193. OPACITYRGB: boolean;
  103194. REFLECTION: boolean;
  103195. EMISSIVE: boolean;
  103196. EMISSIVEDIRECTUV: number;
  103197. SPECULAR: boolean;
  103198. SPECULARDIRECTUV: number;
  103199. BUMP: boolean;
  103200. BUMPDIRECTUV: number;
  103201. PARALLAX: boolean;
  103202. PARALLAXOCCLUSION: boolean;
  103203. SPECULAROVERALPHA: boolean;
  103204. CLIPPLANE: boolean;
  103205. CLIPPLANE2: boolean;
  103206. CLIPPLANE3: boolean;
  103207. CLIPPLANE4: boolean;
  103208. ALPHATEST: boolean;
  103209. DEPTHPREPASS: boolean;
  103210. ALPHAFROMDIFFUSE: boolean;
  103211. POINTSIZE: boolean;
  103212. FOG: boolean;
  103213. SPECULARTERM: boolean;
  103214. DIFFUSEFRESNEL: boolean;
  103215. OPACITYFRESNEL: boolean;
  103216. REFLECTIONFRESNEL: boolean;
  103217. REFRACTIONFRESNEL: boolean;
  103218. EMISSIVEFRESNEL: boolean;
  103219. FRESNEL: boolean;
  103220. NORMAL: boolean;
  103221. UV1: boolean;
  103222. UV2: boolean;
  103223. VERTEXCOLOR: boolean;
  103224. VERTEXALPHA: boolean;
  103225. NUM_BONE_INFLUENCERS: number;
  103226. BonesPerMesh: number;
  103227. BONETEXTURE: boolean;
  103228. INSTANCES: boolean;
  103229. GLOSSINESS: boolean;
  103230. ROUGHNESS: boolean;
  103231. EMISSIVEASILLUMINATION: boolean;
  103232. LINKEMISSIVEWITHDIFFUSE: boolean;
  103233. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103234. LIGHTMAP: boolean;
  103235. LIGHTMAPDIRECTUV: number;
  103236. OBJECTSPACE_NORMALMAP: boolean;
  103237. USELIGHTMAPASSHADOWMAP: boolean;
  103238. REFLECTIONMAP_3D: boolean;
  103239. REFLECTIONMAP_SPHERICAL: boolean;
  103240. REFLECTIONMAP_PLANAR: boolean;
  103241. REFLECTIONMAP_CUBIC: boolean;
  103242. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103243. REFLECTIONMAP_PROJECTION: boolean;
  103244. REFLECTIONMAP_SKYBOX: boolean;
  103245. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103246. REFLECTIONMAP_EXPLICIT: boolean;
  103247. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103248. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103249. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103250. INVERTCUBICMAP: boolean;
  103251. LOGARITHMICDEPTH: boolean;
  103252. REFRACTION: boolean;
  103253. REFRACTIONMAP_3D: boolean;
  103254. REFLECTIONOVERALPHA: boolean;
  103255. TWOSIDEDLIGHTING: boolean;
  103256. SHADOWFLOAT: boolean;
  103257. MORPHTARGETS: boolean;
  103258. MORPHTARGETS_NORMAL: boolean;
  103259. MORPHTARGETS_TANGENT: boolean;
  103260. MORPHTARGETS_UV: boolean;
  103261. NUM_MORPH_INFLUENCERS: number;
  103262. NONUNIFORMSCALING: boolean;
  103263. PREMULTIPLYALPHA: boolean;
  103264. IMAGEPROCESSING: boolean;
  103265. VIGNETTE: boolean;
  103266. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103267. VIGNETTEBLENDMODEOPAQUE: boolean;
  103268. TONEMAPPING: boolean;
  103269. TONEMAPPING_ACES: boolean;
  103270. CONTRAST: boolean;
  103271. COLORCURVES: boolean;
  103272. COLORGRADING: boolean;
  103273. COLORGRADING3D: boolean;
  103274. SAMPLER3DGREENDEPTH: boolean;
  103275. SAMPLER3DBGRMAP: boolean;
  103276. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103277. MULTIVIEW: boolean;
  103278. /**
  103279. * If the reflection texture on this material is in linear color space
  103280. * @hidden
  103281. */
  103282. IS_REFLECTION_LINEAR: boolean;
  103283. /**
  103284. * If the refraction texture on this material is in linear color space
  103285. * @hidden
  103286. */
  103287. IS_REFRACTION_LINEAR: boolean;
  103288. EXPOSURE: boolean;
  103289. constructor();
  103290. setReflectionMode(modeToEnable: string): void;
  103291. }
  103292. /**
  103293. * This is the default material used in Babylon. It is the best trade off between quality
  103294. * and performances.
  103295. * @see http://doc.babylonjs.com/babylon101/materials
  103296. */
  103297. export class StandardMaterial extends PushMaterial {
  103298. private _diffuseTexture;
  103299. /**
  103300. * The basic texture of the material as viewed under a light.
  103301. */
  103302. diffuseTexture: Nullable<BaseTexture>;
  103303. private _ambientTexture;
  103304. /**
  103305. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103306. */
  103307. ambientTexture: Nullable<BaseTexture>;
  103308. private _opacityTexture;
  103309. /**
  103310. * Define the transparency of the material from a texture.
  103311. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103312. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103313. */
  103314. opacityTexture: Nullable<BaseTexture>;
  103315. private _reflectionTexture;
  103316. /**
  103317. * Define the texture used to display the reflection.
  103318. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103319. */
  103320. reflectionTexture: Nullable<BaseTexture>;
  103321. private _emissiveTexture;
  103322. /**
  103323. * Define texture of the material as if self lit.
  103324. * This will be mixed in the final result even in the absence of light.
  103325. */
  103326. emissiveTexture: Nullable<BaseTexture>;
  103327. private _specularTexture;
  103328. /**
  103329. * Define how the color and intensity of the highlight given by the light in the material.
  103330. */
  103331. specularTexture: Nullable<BaseTexture>;
  103332. private _bumpTexture;
  103333. /**
  103334. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103335. * 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.
  103336. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103337. */
  103338. bumpTexture: Nullable<BaseTexture>;
  103339. private _lightmapTexture;
  103340. /**
  103341. * Complex lighting can be computationally expensive to compute at runtime.
  103342. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103343. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103344. */
  103345. lightmapTexture: Nullable<BaseTexture>;
  103346. private _refractionTexture;
  103347. /**
  103348. * Define the texture used to display the refraction.
  103349. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103350. */
  103351. refractionTexture: Nullable<BaseTexture>;
  103352. /**
  103353. * The color of the material lit by the environmental background lighting.
  103354. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103355. */
  103356. ambientColor: Color3;
  103357. /**
  103358. * The basic color of the material as viewed under a light.
  103359. */
  103360. diffuseColor: Color3;
  103361. /**
  103362. * Define how the color and intensity of the highlight given by the light in the material.
  103363. */
  103364. specularColor: Color3;
  103365. /**
  103366. * Define the color of the material as if self lit.
  103367. * This will be mixed in the final result even in the absence of light.
  103368. */
  103369. emissiveColor: Color3;
  103370. /**
  103371. * Defines how sharp are the highlights in the material.
  103372. * The bigger the value the sharper giving a more glossy feeling to the result.
  103373. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103374. */
  103375. specularPower: number;
  103376. private _useAlphaFromDiffuseTexture;
  103377. /**
  103378. * Does the transparency come from the diffuse texture alpha channel.
  103379. */
  103380. useAlphaFromDiffuseTexture: boolean;
  103381. private _useEmissiveAsIllumination;
  103382. /**
  103383. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103384. */
  103385. useEmissiveAsIllumination: boolean;
  103386. private _linkEmissiveWithDiffuse;
  103387. /**
  103388. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103389. * the emissive level when the final color is close to one.
  103390. */
  103391. linkEmissiveWithDiffuse: boolean;
  103392. private _useSpecularOverAlpha;
  103393. /**
  103394. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103395. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103396. */
  103397. useSpecularOverAlpha: boolean;
  103398. private _useReflectionOverAlpha;
  103399. /**
  103400. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103401. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103402. */
  103403. useReflectionOverAlpha: boolean;
  103404. private _disableLighting;
  103405. /**
  103406. * Does lights from the scene impacts this material.
  103407. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103408. */
  103409. disableLighting: boolean;
  103410. private _useObjectSpaceNormalMap;
  103411. /**
  103412. * Allows using an object space normal map (instead of tangent space).
  103413. */
  103414. useObjectSpaceNormalMap: boolean;
  103415. private _useParallax;
  103416. /**
  103417. * Is parallax enabled or not.
  103418. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103419. */
  103420. useParallax: boolean;
  103421. private _useParallaxOcclusion;
  103422. /**
  103423. * Is parallax occlusion enabled or not.
  103424. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103425. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103426. */
  103427. useParallaxOcclusion: boolean;
  103428. /**
  103429. * 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.
  103430. */
  103431. parallaxScaleBias: number;
  103432. private _roughness;
  103433. /**
  103434. * Helps to define how blurry the reflections should appears in the material.
  103435. */
  103436. roughness: number;
  103437. /**
  103438. * In case of refraction, define the value of the index of refraction.
  103439. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103440. */
  103441. indexOfRefraction: number;
  103442. /**
  103443. * Invert the refraction texture alongside the y axis.
  103444. * It can be useful with procedural textures or probe for instance.
  103445. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103446. */
  103447. invertRefractionY: boolean;
  103448. /**
  103449. * Defines the alpha limits in alpha test mode.
  103450. */
  103451. alphaCutOff: number;
  103452. private _useLightmapAsShadowmap;
  103453. /**
  103454. * In case of light mapping, define whether the map contains light or shadow informations.
  103455. */
  103456. useLightmapAsShadowmap: boolean;
  103457. private _diffuseFresnelParameters;
  103458. /**
  103459. * Define the diffuse fresnel parameters of the material.
  103460. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103461. */
  103462. diffuseFresnelParameters: FresnelParameters;
  103463. private _opacityFresnelParameters;
  103464. /**
  103465. * Define the opacity fresnel parameters of the material.
  103466. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103467. */
  103468. opacityFresnelParameters: FresnelParameters;
  103469. private _reflectionFresnelParameters;
  103470. /**
  103471. * Define the reflection fresnel parameters of the material.
  103472. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103473. */
  103474. reflectionFresnelParameters: FresnelParameters;
  103475. private _refractionFresnelParameters;
  103476. /**
  103477. * Define the refraction fresnel parameters of the material.
  103478. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103479. */
  103480. refractionFresnelParameters: FresnelParameters;
  103481. private _emissiveFresnelParameters;
  103482. /**
  103483. * Define the emissive fresnel parameters of the material.
  103484. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103485. */
  103486. emissiveFresnelParameters: FresnelParameters;
  103487. private _useReflectionFresnelFromSpecular;
  103488. /**
  103489. * If true automatically deducts the fresnels values from the material specularity.
  103490. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103491. */
  103492. useReflectionFresnelFromSpecular: boolean;
  103493. private _useGlossinessFromSpecularMapAlpha;
  103494. /**
  103495. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103496. */
  103497. useGlossinessFromSpecularMapAlpha: boolean;
  103498. private _maxSimultaneousLights;
  103499. /**
  103500. * Defines the maximum number of lights that can be used in the material
  103501. */
  103502. maxSimultaneousLights: number;
  103503. private _invertNormalMapX;
  103504. /**
  103505. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103506. */
  103507. invertNormalMapX: boolean;
  103508. private _invertNormalMapY;
  103509. /**
  103510. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103511. */
  103512. invertNormalMapY: boolean;
  103513. private _twoSidedLighting;
  103514. /**
  103515. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103516. */
  103517. twoSidedLighting: boolean;
  103518. /**
  103519. * Default configuration related to image processing available in the standard Material.
  103520. */
  103521. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103522. /**
  103523. * Gets the image processing configuration used either in this material.
  103524. */
  103525. /**
  103526. * Sets the Default image processing configuration used either in the this material.
  103527. *
  103528. * If sets to null, the scene one is in use.
  103529. */
  103530. imageProcessingConfiguration: ImageProcessingConfiguration;
  103531. /**
  103532. * Keep track of the image processing observer to allow dispose and replace.
  103533. */
  103534. private _imageProcessingObserver;
  103535. /**
  103536. * Attaches a new image processing configuration to the Standard Material.
  103537. * @param configuration
  103538. */
  103539. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103540. /**
  103541. * Gets wether the color curves effect is enabled.
  103542. */
  103543. /**
  103544. * Sets wether the color curves effect is enabled.
  103545. */
  103546. cameraColorCurvesEnabled: boolean;
  103547. /**
  103548. * Gets wether the color grading effect is enabled.
  103549. */
  103550. /**
  103551. * Gets wether the color grading effect is enabled.
  103552. */
  103553. cameraColorGradingEnabled: boolean;
  103554. /**
  103555. * Gets wether tonemapping is enabled or not.
  103556. */
  103557. /**
  103558. * Sets wether tonemapping is enabled or not
  103559. */
  103560. cameraToneMappingEnabled: boolean;
  103561. /**
  103562. * The camera exposure used on this material.
  103563. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103564. * This corresponds to a photographic exposure.
  103565. */
  103566. /**
  103567. * The camera exposure used on this material.
  103568. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103569. * This corresponds to a photographic exposure.
  103570. */
  103571. cameraExposure: number;
  103572. /**
  103573. * Gets The camera contrast used on this material.
  103574. */
  103575. /**
  103576. * Sets The camera contrast used on this material.
  103577. */
  103578. cameraContrast: number;
  103579. /**
  103580. * Gets the Color Grading 2D Lookup Texture.
  103581. */
  103582. /**
  103583. * Sets the Color Grading 2D Lookup Texture.
  103584. */
  103585. cameraColorGradingTexture: Nullable<BaseTexture>;
  103586. /**
  103587. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103588. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103589. * 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;
  103590. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103591. */
  103592. /**
  103593. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103594. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103595. * 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;
  103596. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103597. */
  103598. cameraColorCurves: Nullable<ColorCurves>;
  103599. /**
  103600. * Custom callback helping to override the default shader used in the material.
  103601. */
  103602. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103603. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103604. protected _worldViewProjectionMatrix: Matrix;
  103605. protected _globalAmbientColor: Color3;
  103606. protected _useLogarithmicDepth: boolean;
  103607. /**
  103608. * Instantiates a new standard material.
  103609. * This is the default material used in Babylon. It is the best trade off between quality
  103610. * and performances.
  103611. * @see http://doc.babylonjs.com/babylon101/materials
  103612. * @param name Define the name of the material in the scene
  103613. * @param scene Define the scene the material belong to
  103614. */
  103615. constructor(name: string, scene: Scene);
  103616. /**
  103617. * Gets a boolean indicating that current material needs to register RTT
  103618. */
  103619. readonly hasRenderTargetTextures: boolean;
  103620. /**
  103621. * Gets the current class name of the material e.g. "StandardMaterial"
  103622. * Mainly use in serialization.
  103623. * @returns the class name
  103624. */
  103625. getClassName(): string;
  103626. /**
  103627. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103628. * You can try switching to logarithmic depth.
  103629. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103630. */
  103631. useLogarithmicDepth: boolean;
  103632. /**
  103633. * Specifies if the material will require alpha blending
  103634. * @returns a boolean specifying if alpha blending is needed
  103635. */
  103636. needAlphaBlending(): boolean;
  103637. /**
  103638. * Specifies if this material should be rendered in alpha test mode
  103639. * @returns a boolean specifying if an alpha test is needed.
  103640. */
  103641. needAlphaTesting(): boolean;
  103642. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103643. /**
  103644. * Get the texture used for alpha test purpose.
  103645. * @returns the diffuse texture in case of the standard material.
  103646. */
  103647. getAlphaTestTexture(): Nullable<BaseTexture>;
  103648. /**
  103649. * Get if the submesh is ready to be used and all its information available.
  103650. * Child classes can use it to update shaders
  103651. * @param mesh defines the mesh to check
  103652. * @param subMesh defines which submesh to check
  103653. * @param useInstances specifies that instances should be used
  103654. * @returns a boolean indicating that the submesh is ready or not
  103655. */
  103656. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103657. /**
  103658. * Builds the material UBO layouts.
  103659. * Used internally during the effect preparation.
  103660. */
  103661. buildUniformLayout(): void;
  103662. /**
  103663. * Unbinds the material from the mesh
  103664. */
  103665. unbind(): void;
  103666. /**
  103667. * Binds the submesh to this material by preparing the effect and shader to draw
  103668. * @param world defines the world transformation matrix
  103669. * @param mesh defines the mesh containing the submesh
  103670. * @param subMesh defines the submesh to bind the material to
  103671. */
  103672. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103673. /**
  103674. * Get the list of animatables in the material.
  103675. * @returns the list of animatables object used in the material
  103676. */
  103677. getAnimatables(): IAnimatable[];
  103678. /**
  103679. * Gets the active textures from the material
  103680. * @returns an array of textures
  103681. */
  103682. getActiveTextures(): BaseTexture[];
  103683. /**
  103684. * Specifies if the material uses a texture
  103685. * @param texture defines the texture to check against the material
  103686. * @returns a boolean specifying if the material uses the texture
  103687. */
  103688. hasTexture(texture: BaseTexture): boolean;
  103689. /**
  103690. * Disposes the material
  103691. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103692. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103693. */
  103694. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103695. /**
  103696. * Makes a duplicate of the material, and gives it a new name
  103697. * @param name defines the new name for the duplicated material
  103698. * @returns the cloned material
  103699. */
  103700. clone(name: string): StandardMaterial;
  103701. /**
  103702. * Serializes this material in a JSON representation
  103703. * @returns the serialized material object
  103704. */
  103705. serialize(): any;
  103706. /**
  103707. * Creates a standard material from parsed material data
  103708. * @param source defines the JSON representation of the material
  103709. * @param scene defines the hosting scene
  103710. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103711. * @returns a new standard material
  103712. */
  103713. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103714. /**
  103715. * Are diffuse textures enabled in the application.
  103716. */
  103717. static DiffuseTextureEnabled: boolean;
  103718. /**
  103719. * Are ambient textures enabled in the application.
  103720. */
  103721. static AmbientTextureEnabled: boolean;
  103722. /**
  103723. * Are opacity textures enabled in the application.
  103724. */
  103725. static OpacityTextureEnabled: boolean;
  103726. /**
  103727. * Are reflection textures enabled in the application.
  103728. */
  103729. static ReflectionTextureEnabled: boolean;
  103730. /**
  103731. * Are emissive textures enabled in the application.
  103732. */
  103733. static EmissiveTextureEnabled: boolean;
  103734. /**
  103735. * Are specular textures enabled in the application.
  103736. */
  103737. static SpecularTextureEnabled: boolean;
  103738. /**
  103739. * Are bump textures enabled in the application.
  103740. */
  103741. static BumpTextureEnabled: boolean;
  103742. /**
  103743. * Are lightmap textures enabled in the application.
  103744. */
  103745. static LightmapTextureEnabled: boolean;
  103746. /**
  103747. * Are refraction textures enabled in the application.
  103748. */
  103749. static RefractionTextureEnabled: boolean;
  103750. /**
  103751. * Are color grading textures enabled in the application.
  103752. */
  103753. static ColorGradingTextureEnabled: boolean;
  103754. /**
  103755. * Are fresnels enabled in the application.
  103756. */
  103757. static FresnelEnabled: boolean;
  103758. }
  103759. }
  103760. declare module BABYLON {
  103761. /**
  103762. * A class extending Texture allowing drawing on a texture
  103763. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103764. */
  103765. export class DynamicTexture extends Texture {
  103766. private _generateMipMaps;
  103767. private _canvas;
  103768. private _context;
  103769. private _engine;
  103770. /**
  103771. * Creates a DynamicTexture
  103772. * @param name defines the name of the texture
  103773. * @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
  103774. * @param scene defines the scene where you want the texture
  103775. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103776. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103777. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103778. */
  103779. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103780. /**
  103781. * Get the current class name of the texture useful for serialization or dynamic coding.
  103782. * @returns "DynamicTexture"
  103783. */
  103784. getClassName(): string;
  103785. /**
  103786. * Gets the current state of canRescale
  103787. */
  103788. readonly canRescale: boolean;
  103789. private _recreate;
  103790. /**
  103791. * Scales the texture
  103792. * @param ratio the scale factor to apply to both width and height
  103793. */
  103794. scale(ratio: number): void;
  103795. /**
  103796. * Resizes the texture
  103797. * @param width the new width
  103798. * @param height the new height
  103799. */
  103800. scaleTo(width: number, height: number): void;
  103801. /**
  103802. * Gets the context of the canvas used by the texture
  103803. * @returns the canvas context of the dynamic texture
  103804. */
  103805. getContext(): CanvasRenderingContext2D;
  103806. /**
  103807. * Clears the texture
  103808. */
  103809. clear(): void;
  103810. /**
  103811. * Updates the texture
  103812. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103813. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103814. */
  103815. update(invertY?: boolean, premulAlpha?: boolean): void;
  103816. /**
  103817. * Draws text onto the texture
  103818. * @param text defines the text to be drawn
  103819. * @param x defines the placement of the text from the left
  103820. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103821. * @param font defines the font to be used with font-style, font-size, font-name
  103822. * @param color defines the color used for the text
  103823. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103824. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103825. * @param update defines whether texture is immediately update (default is true)
  103826. */
  103827. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103828. /**
  103829. * Clones the texture
  103830. * @returns the clone of the texture.
  103831. */
  103832. clone(): DynamicTexture;
  103833. /**
  103834. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103835. * @returns a serialized dynamic texture object
  103836. */
  103837. serialize(): any;
  103838. /** @hidden */
  103839. _rebuild(): void;
  103840. }
  103841. }
  103842. declare module BABYLON {
  103843. /** @hidden */
  103844. export var imageProcessingPixelShader: {
  103845. name: string;
  103846. shader: string;
  103847. };
  103848. }
  103849. declare module BABYLON {
  103850. /**
  103851. * ImageProcessingPostProcess
  103852. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103853. */
  103854. export class ImageProcessingPostProcess extends PostProcess {
  103855. /**
  103856. * Default configuration related to image processing available in the PBR Material.
  103857. */
  103858. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103859. /**
  103860. * Gets the image processing configuration used either in this material.
  103861. */
  103862. /**
  103863. * Sets the Default image processing configuration used either in the this material.
  103864. *
  103865. * If sets to null, the scene one is in use.
  103866. */
  103867. imageProcessingConfiguration: ImageProcessingConfiguration;
  103868. /**
  103869. * Keep track of the image processing observer to allow dispose and replace.
  103870. */
  103871. private _imageProcessingObserver;
  103872. /**
  103873. * Attaches a new image processing configuration to the PBR Material.
  103874. * @param configuration
  103875. */
  103876. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  103877. /**
  103878. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103879. */
  103880. /**
  103881. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103882. */
  103883. colorCurves: Nullable<ColorCurves>;
  103884. /**
  103885. * Gets wether the color curves effect is enabled.
  103886. */
  103887. /**
  103888. * Sets wether the color curves effect is enabled.
  103889. */
  103890. colorCurvesEnabled: boolean;
  103891. /**
  103892. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103893. */
  103894. /**
  103895. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103896. */
  103897. colorGradingTexture: Nullable<BaseTexture>;
  103898. /**
  103899. * Gets wether the color grading effect is enabled.
  103900. */
  103901. /**
  103902. * Gets wether the color grading effect is enabled.
  103903. */
  103904. colorGradingEnabled: boolean;
  103905. /**
  103906. * Gets exposure used in the effect.
  103907. */
  103908. /**
  103909. * Sets exposure used in the effect.
  103910. */
  103911. exposure: number;
  103912. /**
  103913. * Gets wether tonemapping is enabled or not.
  103914. */
  103915. /**
  103916. * Sets wether tonemapping is enabled or not
  103917. */
  103918. toneMappingEnabled: boolean;
  103919. /**
  103920. * Gets the type of tone mapping effect.
  103921. */
  103922. /**
  103923. * Sets the type of tone mapping effect.
  103924. */
  103925. toneMappingType: number;
  103926. /**
  103927. * Gets contrast used in the effect.
  103928. */
  103929. /**
  103930. * Sets contrast used in the effect.
  103931. */
  103932. contrast: number;
  103933. /**
  103934. * Gets Vignette stretch size.
  103935. */
  103936. /**
  103937. * Sets Vignette stretch size.
  103938. */
  103939. vignetteStretch: number;
  103940. /**
  103941. * Gets Vignette centre X Offset.
  103942. */
  103943. /**
  103944. * Sets Vignette centre X Offset.
  103945. */
  103946. vignetteCentreX: number;
  103947. /**
  103948. * Gets Vignette centre Y Offset.
  103949. */
  103950. /**
  103951. * Sets Vignette centre Y Offset.
  103952. */
  103953. vignetteCentreY: number;
  103954. /**
  103955. * Gets Vignette weight or intensity of the vignette effect.
  103956. */
  103957. /**
  103958. * Sets Vignette weight or intensity of the vignette effect.
  103959. */
  103960. vignetteWeight: number;
  103961. /**
  103962. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103963. * if vignetteEnabled is set to true.
  103964. */
  103965. /**
  103966. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103967. * if vignetteEnabled is set to true.
  103968. */
  103969. vignetteColor: Color4;
  103970. /**
  103971. * Gets Camera field of view used by the Vignette effect.
  103972. */
  103973. /**
  103974. * Sets Camera field of view used by the Vignette effect.
  103975. */
  103976. vignetteCameraFov: number;
  103977. /**
  103978. * Gets the vignette blend mode allowing different kind of effect.
  103979. */
  103980. /**
  103981. * Sets the vignette blend mode allowing different kind of effect.
  103982. */
  103983. vignetteBlendMode: number;
  103984. /**
  103985. * Gets wether the vignette effect is enabled.
  103986. */
  103987. /**
  103988. * Sets wether the vignette effect is enabled.
  103989. */
  103990. vignetteEnabled: boolean;
  103991. private _fromLinearSpace;
  103992. /**
  103993. * Gets wether the input of the processing is in Gamma or Linear Space.
  103994. */
  103995. /**
  103996. * Sets wether the input of the processing is in Gamma or Linear Space.
  103997. */
  103998. fromLinearSpace: boolean;
  103999. /**
  104000. * Defines cache preventing GC.
  104001. */
  104002. private _defines;
  104003. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104004. /**
  104005. * "ImageProcessingPostProcess"
  104006. * @returns "ImageProcessingPostProcess"
  104007. */
  104008. getClassName(): string;
  104009. protected _updateParameters(): void;
  104010. dispose(camera?: Camera): void;
  104011. }
  104012. }
  104013. declare module BABYLON {
  104014. /**
  104015. * Class containing static functions to help procedurally build meshes
  104016. */
  104017. export class GroundBuilder {
  104018. /**
  104019. * Creates a ground mesh
  104020. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104021. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104022. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104023. * @param name defines the name of the mesh
  104024. * @param options defines the options used to create the mesh
  104025. * @param scene defines the hosting scene
  104026. * @returns the ground mesh
  104027. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104028. */
  104029. static CreateGround(name: string, options: {
  104030. width?: number;
  104031. height?: number;
  104032. subdivisions?: number;
  104033. subdivisionsX?: number;
  104034. subdivisionsY?: number;
  104035. updatable?: boolean;
  104036. }, scene: any): Mesh;
  104037. /**
  104038. * Creates a tiled ground mesh
  104039. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104040. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104041. * * 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
  104042. * * 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
  104043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104044. * @param name defines the name of the mesh
  104045. * @param options defines the options used to create the mesh
  104046. * @param scene defines the hosting scene
  104047. * @returns the tiled ground mesh
  104048. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104049. */
  104050. static CreateTiledGround(name: string, options: {
  104051. xmin: number;
  104052. zmin: number;
  104053. xmax: number;
  104054. zmax: number;
  104055. subdivisions?: {
  104056. w: number;
  104057. h: number;
  104058. };
  104059. precision?: {
  104060. w: number;
  104061. h: number;
  104062. };
  104063. updatable?: boolean;
  104064. }, scene?: Nullable<Scene>): Mesh;
  104065. /**
  104066. * Creates a ground mesh from a height map
  104067. * * The parameter `url` sets the URL of the height map image resource.
  104068. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104069. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104070. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104071. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104072. * * 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.
  104073. * * 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).
  104074. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104075. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104076. * @param name defines the name of the mesh
  104077. * @param url defines the url to the height map
  104078. * @param options defines the options used to create the mesh
  104079. * @param scene defines the hosting scene
  104080. * @returns the ground mesh
  104081. * @see https://doc.babylonjs.com/babylon101/height_map
  104082. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104083. */
  104084. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104085. width?: number;
  104086. height?: number;
  104087. subdivisions?: number;
  104088. minHeight?: number;
  104089. maxHeight?: number;
  104090. colorFilter?: Color3;
  104091. alphaFilter?: number;
  104092. updatable?: boolean;
  104093. onReady?: (mesh: GroundMesh) => void;
  104094. }, scene?: Nullable<Scene>): GroundMesh;
  104095. }
  104096. }
  104097. declare module BABYLON {
  104098. /**
  104099. * Class containing static functions to help procedurally build meshes
  104100. */
  104101. export class TorusBuilder {
  104102. /**
  104103. * Creates a torus mesh
  104104. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  104105. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  104106. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  104107. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104108. * * 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
  104109. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104110. * @param name defines the name of the mesh
  104111. * @param options defines the options used to create the mesh
  104112. * @param scene defines the hosting scene
  104113. * @returns the torus mesh
  104114. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  104115. */
  104116. static CreateTorus(name: string, options: {
  104117. diameter?: number;
  104118. thickness?: number;
  104119. tessellation?: number;
  104120. updatable?: boolean;
  104121. sideOrientation?: number;
  104122. frontUVs?: Vector4;
  104123. backUVs?: Vector4;
  104124. }, scene: any): Mesh;
  104125. }
  104126. }
  104127. declare module BABYLON {
  104128. /**
  104129. * Class containing static functions to help procedurally build meshes
  104130. */
  104131. export class CylinderBuilder {
  104132. /**
  104133. * Creates a cylinder or a cone mesh
  104134. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  104135. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  104136. * * 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.
  104137. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  104138. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  104139. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  104140. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  104141. * * 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).
  104142. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  104143. * * 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).
  104144. * * 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
  104145. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  104146. * * 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
  104147. * * 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.
  104148. * * If `enclose` is false, a ring surface is one element.
  104149. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  104150. * * 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
  104151. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104152. * * 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
  104153. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104154. * @param name defines the name of the mesh
  104155. * @param options defines the options used to create the mesh
  104156. * @param scene defines the hosting scene
  104157. * @returns the cylinder mesh
  104158. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104159. */
  104160. static CreateCylinder(name: string, options: {
  104161. height?: number;
  104162. diameterTop?: number;
  104163. diameterBottom?: number;
  104164. diameter?: number;
  104165. tessellation?: number;
  104166. subdivisions?: number;
  104167. arc?: number;
  104168. faceColors?: Color4[];
  104169. faceUV?: Vector4[];
  104170. updatable?: boolean;
  104171. hasRings?: boolean;
  104172. enclose?: boolean;
  104173. cap?: number;
  104174. sideOrientation?: number;
  104175. frontUVs?: Vector4;
  104176. backUVs?: Vector4;
  104177. }, scene: any): Mesh;
  104178. }
  104179. }
  104180. declare module BABYLON {
  104181. /**
  104182. * Options to modify the vr teleportation behavior.
  104183. */
  104184. export interface VRTeleportationOptions {
  104185. /**
  104186. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104187. */
  104188. floorMeshName?: string;
  104189. /**
  104190. * A list of meshes to be used as the teleportation floor. (default: empty)
  104191. */
  104192. floorMeshes?: Mesh[];
  104193. }
  104194. /**
  104195. * Options to modify the vr experience helper's behavior.
  104196. */
  104197. export interface VRExperienceHelperOptions extends WebVROptions {
  104198. /**
  104199. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104200. */
  104201. createDeviceOrientationCamera?: boolean;
  104202. /**
  104203. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104204. */
  104205. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104206. /**
  104207. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104208. */
  104209. laserToggle?: boolean;
  104210. /**
  104211. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104212. */
  104213. floorMeshes?: Mesh[];
  104214. /**
  104215. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104216. */
  104217. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104218. }
  104219. /**
  104220. * Event containing information after VR has been entered
  104221. */
  104222. export class OnAfterEnteringVRObservableEvent {
  104223. /**
  104224. * If entering vr was successful
  104225. */
  104226. success: boolean;
  104227. }
  104228. /**
  104229. * Helps to quickly add VR support to an existing scene.
  104230. * See http://doc.babylonjs.com/how_to/webvr_helper
  104231. */
  104232. export class VRExperienceHelper {
  104233. /** Options to modify the vr experience helper's behavior. */
  104234. webVROptions: VRExperienceHelperOptions;
  104235. private _scene;
  104236. private _position;
  104237. private _btnVR;
  104238. private _btnVRDisplayed;
  104239. private _webVRsupported;
  104240. private _webVRready;
  104241. private _webVRrequesting;
  104242. private _webVRpresenting;
  104243. private _hasEnteredVR;
  104244. private _fullscreenVRpresenting;
  104245. private _canvas;
  104246. private _webVRCamera;
  104247. private _vrDeviceOrientationCamera;
  104248. private _deviceOrientationCamera;
  104249. private _existingCamera;
  104250. private _onKeyDown;
  104251. private _onVrDisplayPresentChange;
  104252. private _onVRDisplayChanged;
  104253. private _onVRRequestPresentStart;
  104254. private _onVRRequestPresentComplete;
  104255. /**
  104256. * 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)
  104257. */
  104258. enableGazeEvenWhenNoPointerLock: boolean;
  104259. /**
  104260. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  104261. */
  104262. exitVROnDoubleTap: boolean;
  104263. /**
  104264. * Observable raised right before entering VR.
  104265. */
  104266. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104267. /**
  104268. * Observable raised when entering VR has completed.
  104269. */
  104270. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104271. /**
  104272. * Observable raised when exiting VR.
  104273. */
  104274. onExitingVRObservable: Observable<VRExperienceHelper>;
  104275. /**
  104276. * Observable raised when controller mesh is loaded.
  104277. */
  104278. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104279. /** Return this.onEnteringVRObservable
  104280. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104281. */
  104282. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104283. /** Return this.onExitingVRObservable
  104284. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104285. */
  104286. readonly onExitingVR: Observable<VRExperienceHelper>;
  104287. /** Return this.onControllerMeshLoadedObservable
  104288. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104289. */
  104290. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104291. private _rayLength;
  104292. private _useCustomVRButton;
  104293. private _teleportationRequested;
  104294. private _teleportActive;
  104295. private _floorMeshName;
  104296. private _floorMeshesCollection;
  104297. private _rotationAllowed;
  104298. private _teleportBackwardsVector;
  104299. private _teleportationTarget;
  104300. private _isDefaultTeleportationTarget;
  104301. private _postProcessMove;
  104302. private _teleportationFillColor;
  104303. private _teleportationBorderColor;
  104304. private _rotationAngle;
  104305. private _haloCenter;
  104306. private _cameraGazer;
  104307. private _padSensibilityUp;
  104308. private _padSensibilityDown;
  104309. private _leftController;
  104310. private _rightController;
  104311. /**
  104312. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104313. */
  104314. onNewMeshSelected: Observable<AbstractMesh>;
  104315. /**
  104316. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104317. */
  104318. onNewMeshPicked: Observable<PickingInfo>;
  104319. private _circleEase;
  104320. /**
  104321. * Observable raised before camera teleportation
  104322. */
  104323. onBeforeCameraTeleport: Observable<Vector3>;
  104324. /**
  104325. * Observable raised after camera teleportation
  104326. */
  104327. onAfterCameraTeleport: Observable<Vector3>;
  104328. /**
  104329. * Observable raised when current selected mesh gets unselected
  104330. */
  104331. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104332. private _raySelectionPredicate;
  104333. /**
  104334. * To be optionaly changed by user to define custom ray selection
  104335. */
  104336. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104337. /**
  104338. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104339. */
  104340. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104341. /**
  104342. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104343. */
  104344. teleportationEnabled: boolean;
  104345. private _defaultHeight;
  104346. private _teleportationInitialized;
  104347. private _interactionsEnabled;
  104348. private _interactionsRequested;
  104349. private _displayGaze;
  104350. private _displayLaserPointer;
  104351. /**
  104352. * The mesh used to display where the user is going to teleport.
  104353. */
  104354. /**
  104355. * Sets the mesh to be used to display where the user is going to teleport.
  104356. */
  104357. teleportationTarget: Mesh;
  104358. /**
  104359. * 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
  104360. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104361. * See http://doc.babylonjs.com/resources/baking_transformations
  104362. */
  104363. gazeTrackerMesh: Mesh;
  104364. /**
  104365. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104366. */
  104367. updateGazeTrackerScale: boolean;
  104368. /**
  104369. * If the gaze trackers color should be updated when selecting meshes
  104370. */
  104371. updateGazeTrackerColor: boolean;
  104372. /**
  104373. * The gaze tracking mesh corresponding to the left controller
  104374. */
  104375. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104376. /**
  104377. * The gaze tracking mesh corresponding to the right controller
  104378. */
  104379. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104380. /**
  104381. * If the ray of the gaze should be displayed.
  104382. */
  104383. /**
  104384. * Sets if the ray of the gaze should be displayed.
  104385. */
  104386. displayGaze: boolean;
  104387. /**
  104388. * If the ray of the LaserPointer should be displayed.
  104389. */
  104390. /**
  104391. * Sets if the ray of the LaserPointer should be displayed.
  104392. */
  104393. displayLaserPointer: boolean;
  104394. /**
  104395. * The deviceOrientationCamera used as the camera when not in VR.
  104396. */
  104397. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104398. /**
  104399. * Based on the current WebVR support, returns the current VR camera used.
  104400. */
  104401. readonly currentVRCamera: Nullable<Camera>;
  104402. /**
  104403. * The webVRCamera which is used when in VR.
  104404. */
  104405. readonly webVRCamera: WebVRFreeCamera;
  104406. /**
  104407. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104408. */
  104409. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104410. /**
  104411. * The html button that is used to trigger entering into VR.
  104412. */
  104413. readonly vrButton: Nullable<HTMLButtonElement>;
  104414. private readonly _teleportationRequestInitiated;
  104415. /**
  104416. * Defines wether or not Pointer lock should be requested when switching to
  104417. * full screen.
  104418. */
  104419. requestPointerLockOnFullScreen: boolean;
  104420. /**
  104421. * Instantiates a VRExperienceHelper.
  104422. * Helps to quickly add VR support to an existing scene.
  104423. * @param scene The scene the VRExperienceHelper belongs to.
  104424. * @param webVROptions Options to modify the vr experience helper's behavior.
  104425. */
  104426. constructor(scene: Scene,
  104427. /** Options to modify the vr experience helper's behavior. */
  104428. webVROptions?: VRExperienceHelperOptions);
  104429. private _onDefaultMeshLoaded;
  104430. private _onResize;
  104431. private _onFullscreenChange;
  104432. /**
  104433. * Gets a value indicating if we are currently in VR mode.
  104434. */
  104435. readonly isInVRMode: boolean;
  104436. private onVrDisplayPresentChange;
  104437. private onVRDisplayChanged;
  104438. private moveButtonToBottomRight;
  104439. private displayVRButton;
  104440. private updateButtonVisibility;
  104441. private _cachedAngularSensibility;
  104442. /**
  104443. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104444. * Otherwise, will use the fullscreen API.
  104445. */
  104446. enterVR(): void;
  104447. /**
  104448. * Attempt to exit VR, or fullscreen.
  104449. */
  104450. exitVR(): void;
  104451. /**
  104452. * The position of the vr experience helper.
  104453. */
  104454. /**
  104455. * Sets the position of the vr experience helper.
  104456. */
  104457. position: Vector3;
  104458. /**
  104459. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104460. */
  104461. enableInteractions(): void;
  104462. private readonly _noControllerIsActive;
  104463. private beforeRender;
  104464. private _isTeleportationFloor;
  104465. /**
  104466. * Adds a floor mesh to be used for teleportation.
  104467. * @param floorMesh the mesh to be used for teleportation.
  104468. */
  104469. addFloorMesh(floorMesh: Mesh): void;
  104470. /**
  104471. * Removes a floor mesh from being used for teleportation.
  104472. * @param floorMesh the mesh to be removed.
  104473. */
  104474. removeFloorMesh(floorMesh: Mesh): void;
  104475. /**
  104476. * Enables interactions and teleportation using the VR controllers and gaze.
  104477. * @param vrTeleportationOptions options to modify teleportation behavior.
  104478. */
  104479. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104480. private _onNewGamepadConnected;
  104481. private _tryEnableInteractionOnController;
  104482. private _onNewGamepadDisconnected;
  104483. private _enableInteractionOnController;
  104484. private _checkTeleportWithRay;
  104485. private _checkRotate;
  104486. private _checkTeleportBackwards;
  104487. private _enableTeleportationOnController;
  104488. private _createTeleportationCircles;
  104489. private _displayTeleportationTarget;
  104490. private _hideTeleportationTarget;
  104491. private _rotateCamera;
  104492. private _moveTeleportationSelectorTo;
  104493. private _workingVector;
  104494. private _workingQuaternion;
  104495. private _workingMatrix;
  104496. /**
  104497. * Teleports the users feet to the desired location
  104498. * @param location The location where the user's feet should be placed
  104499. */
  104500. teleportCamera(location: Vector3): void;
  104501. private _convertNormalToDirectionOfRay;
  104502. private _castRayAndSelectObject;
  104503. private _notifySelectedMeshUnselected;
  104504. /**
  104505. * Sets the color of the laser ray from the vr controllers.
  104506. * @param color new color for the ray.
  104507. */
  104508. changeLaserColor(color: Color3): void;
  104509. /**
  104510. * Sets the color of the ray from the vr headsets gaze.
  104511. * @param color new color for the ray.
  104512. */
  104513. changeGazeColor(color: Color3): void;
  104514. /**
  104515. * Exits VR and disposes of the vr experience helper
  104516. */
  104517. dispose(): void;
  104518. /**
  104519. * Gets the name of the VRExperienceHelper class
  104520. * @returns "VRExperienceHelper"
  104521. */
  104522. getClassName(): string;
  104523. }
  104524. }
  104525. declare module BABYLON {
  104526. /**
  104527. * Manages an XRSession to work with Babylon's engine
  104528. * @see https://doc.babylonjs.com/how_to/webxr
  104529. */
  104530. export class WebXRSessionManager implements IDisposable {
  104531. private scene;
  104532. /**
  104533. * Fires every time a new xrFrame arrives which can be used to update the camera
  104534. */
  104535. onXRFrameObservable: Observable<any>;
  104536. /**
  104537. * Fires when the xr session is ended either by the device or manually done
  104538. */
  104539. onXRSessionEnded: Observable<any>;
  104540. /**
  104541. * Underlying xr session
  104542. */
  104543. session: XRSession;
  104544. /**
  104545. * Type of reference space used when creating the session
  104546. */
  104547. referenceSpace: XRReferenceSpace;
  104548. /** @hidden */
  104549. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104550. /**
  104551. * Current XR frame
  104552. */
  104553. currentFrame: Nullable<XRFrame>;
  104554. private _xrNavigator;
  104555. private baseLayer;
  104556. /**
  104557. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104558. * @param scene The scene which the session should be created for
  104559. */
  104560. constructor(scene: Scene);
  104561. /**
  104562. * Initializes the manager
  104563. * After initialization enterXR can be called to start an XR session
  104564. * @returns Promise which resolves after it is initialized
  104565. */
  104566. initializeAsync(): Promise<void>;
  104567. /**
  104568. * Initializes an xr session
  104569. * @param xrSessionMode mode to initialize
  104570. * @returns a promise which will resolve once the session has been initialized
  104571. */
  104572. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104573. /**
  104574. * Sets the reference space on the xr session
  104575. * @param referenceSpace space to set
  104576. * @returns a promise that will resolve once the reference space has been set
  104577. */
  104578. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104579. /**
  104580. * Updates the render state of the session
  104581. * @param state state to set
  104582. * @returns a promise that resolves once the render state has been updated
  104583. */
  104584. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104585. /**
  104586. * Starts rendering to the xr layer
  104587. * @returns a promise that will resolve once rendering has started
  104588. */
  104589. startRenderingToXRAsync(): Promise<void>;
  104590. /**
  104591. * Stops the xrSession and restores the renderloop
  104592. * @returns Promise which resolves after it exits XR
  104593. */
  104594. exitXRAsync(): Promise<unknown>;
  104595. /**
  104596. * Checks if a session would be supported for the creation options specified
  104597. * @param sessionMode session mode to check if supported eg. immersive-vr
  104598. * @returns true if supported
  104599. */
  104600. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104601. /**
  104602. * @hidden
  104603. * Converts the render layer of xrSession to a render target
  104604. * @param session session to create render target for
  104605. * @param scene scene the new render target should be created for
  104606. */
  104607. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104608. /**
  104609. * Disposes of the session manager
  104610. */
  104611. dispose(): void;
  104612. }
  104613. }
  104614. declare module BABYLON {
  104615. /**
  104616. * WebXR Camera which holds the views for the xrSession
  104617. * @see https://doc.babylonjs.com/how_to/webxr
  104618. */
  104619. export class WebXRCamera extends FreeCamera {
  104620. private static _TmpMatrix;
  104621. /**
  104622. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104623. * @param name the name of the camera
  104624. * @param scene the scene to add the camera to
  104625. */
  104626. constructor(name: string, scene: Scene);
  104627. private _updateNumberOfRigCameras;
  104628. /** @hidden */
  104629. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104630. /**
  104631. * Updates the cameras position from the current pose information of the XR session
  104632. * @param xrSessionManager the session containing pose information
  104633. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104634. */
  104635. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104636. }
  104637. }
  104638. declare module BABYLON {
  104639. /**
  104640. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104641. */
  104642. export class WebXRManagedOutputCanvas implements IDisposable {
  104643. private helper;
  104644. private _canvas;
  104645. /**
  104646. * xrpresent context of the canvas which can be used to display/mirror xr content
  104647. */
  104648. canvasContext: WebGLRenderingContext;
  104649. /**
  104650. * xr layer for the canvas
  104651. */
  104652. xrLayer: Nullable<XRWebGLLayer>;
  104653. /**
  104654. * Initializes the xr layer for the session
  104655. * @param xrSession xr session
  104656. * @returns a promise that will resolve once the XR Layer has been created
  104657. */
  104658. initializeXRLayerAsync(xrSession: any): any;
  104659. /**
  104660. * Initializes the canvas to be added/removed upon entering/exiting xr
  104661. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104662. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104663. */
  104664. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104665. /**
  104666. * Disposes of the object
  104667. */
  104668. dispose(): void;
  104669. private _setManagedOutputCanvas;
  104670. private _addCanvas;
  104671. private _removeCanvas;
  104672. }
  104673. }
  104674. declare module BABYLON {
  104675. /**
  104676. * States of the webXR experience
  104677. */
  104678. export enum WebXRState {
  104679. /**
  104680. * Transitioning to being in XR mode
  104681. */
  104682. ENTERING_XR = 0,
  104683. /**
  104684. * Transitioning to non XR mode
  104685. */
  104686. EXITING_XR = 1,
  104687. /**
  104688. * In XR mode and presenting
  104689. */
  104690. IN_XR = 2,
  104691. /**
  104692. * Not entered XR mode
  104693. */
  104694. NOT_IN_XR = 3
  104695. }
  104696. /**
  104697. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104698. * @see https://doc.babylonjs.com/how_to/webxr
  104699. */
  104700. export class WebXRExperienceHelper implements IDisposable {
  104701. private scene;
  104702. /**
  104703. * 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
  104704. */
  104705. container: AbstractMesh;
  104706. /**
  104707. * Camera used to render xr content
  104708. */
  104709. camera: WebXRCamera;
  104710. /**
  104711. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104712. */
  104713. state: WebXRState;
  104714. private _setState;
  104715. private static _TmpVector;
  104716. /**
  104717. * Fires when the state of the experience helper has changed
  104718. */
  104719. onStateChangedObservable: Observable<WebXRState>;
  104720. /** Session manager used to keep track of xr session */
  104721. sessionManager: WebXRSessionManager;
  104722. private _nonVRCamera;
  104723. private _originalSceneAutoClear;
  104724. private _supported;
  104725. /**
  104726. * Creates the experience helper
  104727. * @param scene the scene to attach the experience helper to
  104728. * @returns a promise for the experience helper
  104729. */
  104730. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104731. /**
  104732. * Creates a WebXRExperienceHelper
  104733. * @param scene The scene the helper should be created in
  104734. */
  104735. private constructor();
  104736. /**
  104737. * Exits XR mode and returns the scene to its original state
  104738. * @returns promise that resolves after xr mode has exited
  104739. */
  104740. exitXRAsync(): Promise<unknown>;
  104741. /**
  104742. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104743. * @param sessionCreationOptions options for the XR session
  104744. * @param referenceSpaceType frame of reference of the XR session
  104745. * @param outputCanvas the output canvas that will be used to enter XR mode
  104746. * @returns promise that resolves after xr mode has entered
  104747. */
  104748. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104749. /**
  104750. * Updates the global position of the camera by moving the camera's container
  104751. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104752. * @param position The desired global position of the camera
  104753. */
  104754. setPositionOfCameraUsingContainer(position: Vector3): void;
  104755. /**
  104756. * Rotates the xr camera by rotating the camera's container around the camera's position
  104757. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104758. * @param rotation the desired quaternion rotation to apply to the camera
  104759. */
  104760. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104761. /**
  104762. * Disposes of the experience helper
  104763. */
  104764. dispose(): void;
  104765. }
  104766. }
  104767. declare module BABYLON {
  104768. /**
  104769. * Button which can be used to enter a different mode of XR
  104770. */
  104771. export class WebXREnterExitUIButton {
  104772. /** button element */
  104773. element: HTMLElement;
  104774. /** XR initialization options for the button */
  104775. sessionMode: XRSessionMode;
  104776. /** Reference space type */
  104777. referenceSpaceType: XRReferenceSpaceType;
  104778. /**
  104779. * Creates a WebXREnterExitUIButton
  104780. * @param element button element
  104781. * @param sessionMode XR initialization session mode
  104782. * @param referenceSpaceType the type of reference space to be used
  104783. */
  104784. constructor(
  104785. /** button element */
  104786. element: HTMLElement,
  104787. /** XR initialization options for the button */
  104788. sessionMode: XRSessionMode,
  104789. /** Reference space type */
  104790. referenceSpaceType: XRReferenceSpaceType);
  104791. /**
  104792. * Overwritable function which can be used to update the button's visuals when the state changes
  104793. * @param activeButton the current active button in the UI
  104794. */
  104795. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104796. }
  104797. /**
  104798. * Options to create the webXR UI
  104799. */
  104800. export class WebXREnterExitUIOptions {
  104801. /**
  104802. * Context to enter xr with
  104803. */
  104804. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104805. /**
  104806. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104807. */
  104808. customButtons?: Array<WebXREnterExitUIButton>;
  104809. }
  104810. /**
  104811. * UI to allow the user to enter/exit XR mode
  104812. */
  104813. export class WebXREnterExitUI implements IDisposable {
  104814. private scene;
  104815. private _overlay;
  104816. private _buttons;
  104817. private _activeButton;
  104818. /**
  104819. * Fired every time the active button is changed.
  104820. *
  104821. * When xr is entered via a button that launches xr that button will be the callback parameter
  104822. *
  104823. * When exiting xr the callback parameter will be null)
  104824. */
  104825. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104826. /**
  104827. * Creates UI to allow the user to enter/exit XR mode
  104828. * @param scene the scene to add the ui to
  104829. * @param helper the xr experience helper to enter/exit xr with
  104830. * @param options options to configure the UI
  104831. * @returns the created ui
  104832. */
  104833. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104834. private constructor();
  104835. private _updateButtons;
  104836. /**
  104837. * Disposes of the object
  104838. */
  104839. dispose(): void;
  104840. }
  104841. }
  104842. declare module BABYLON {
  104843. /**
  104844. * Represents an XR input
  104845. */
  104846. export class WebXRController {
  104847. private scene;
  104848. /** The underlying input source for the controller */
  104849. inputSource: XRInputSource;
  104850. private parentContainer;
  104851. /**
  104852. * 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
  104853. */
  104854. grip?: AbstractMesh;
  104855. /**
  104856. * Pointer which can be used to select objects or attach a visible laser to
  104857. */
  104858. pointer: AbstractMesh;
  104859. /**
  104860. * Event that fires when the controller is removed/disposed
  104861. */
  104862. onDisposeObservable: Observable<{}>;
  104863. private _tmpMatrix;
  104864. private _tmpQuaternion;
  104865. private _tmpVector;
  104866. /**
  104867. * Creates the controller
  104868. * @see https://doc.babylonjs.com/how_to/webxr
  104869. * @param scene the scene which the controller should be associated to
  104870. * @param inputSource the underlying input source for the controller
  104871. * @param parentContainer parent that the controller meshes should be children of
  104872. */
  104873. constructor(scene: Scene,
  104874. /** The underlying input source for the controller */
  104875. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  104876. /**
  104877. * Updates the controller pose based on the given XRFrame
  104878. * @param xrFrame xr frame to update the pose with
  104879. * @param referenceSpace reference space to use
  104880. */
  104881. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  104882. /**
  104883. * Gets a world space ray coming from the controller
  104884. * @param result the resulting ray
  104885. */
  104886. getWorldPointerRayToRef(result: Ray): void;
  104887. /**
  104888. * Disposes of the object
  104889. */
  104890. dispose(): void;
  104891. }
  104892. }
  104893. declare module BABYLON {
  104894. /**
  104895. * XR input used to track XR inputs such as controllers/rays
  104896. */
  104897. export class WebXRInput implements IDisposable {
  104898. /**
  104899. * Base experience the input listens to
  104900. */
  104901. baseExperience: WebXRExperienceHelper;
  104902. /**
  104903. * XR controllers being tracked
  104904. */
  104905. controllers: Array<WebXRController>;
  104906. private _frameObserver;
  104907. private _stateObserver;
  104908. /**
  104909. * Event when a controller has been connected/added
  104910. */
  104911. onControllerAddedObservable: Observable<WebXRController>;
  104912. /**
  104913. * Event when a controller has been removed/disconnected
  104914. */
  104915. onControllerRemovedObservable: Observable<WebXRController>;
  104916. /**
  104917. * Initializes the WebXRInput
  104918. * @param baseExperience experience helper which the input should be created for
  104919. */
  104920. constructor(
  104921. /**
  104922. * Base experience the input listens to
  104923. */
  104924. baseExperience: WebXRExperienceHelper);
  104925. private _onInputSourcesChange;
  104926. private _addAndRemoveControllers;
  104927. /**
  104928. * Disposes of the object
  104929. */
  104930. dispose(): void;
  104931. }
  104932. }
  104933. declare module BABYLON {
  104934. /**
  104935. * Enables teleportation
  104936. */
  104937. export class WebXRControllerTeleportation {
  104938. private _teleportationFillColor;
  104939. private _teleportationBorderColor;
  104940. private _tmpRay;
  104941. private _tmpVector;
  104942. /**
  104943. * Creates a WebXRControllerTeleportation
  104944. * @param input input manager to add teleportation to
  104945. * @param floorMeshes floormeshes which can be teleported to
  104946. */
  104947. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  104948. }
  104949. }
  104950. declare module BABYLON {
  104951. /**
  104952. * Handles pointer input automatically for the pointer of XR controllers
  104953. */
  104954. export class WebXRControllerPointerSelection {
  104955. private static _idCounter;
  104956. private _tmpRay;
  104957. /**
  104958. * Creates a WebXRControllerPointerSelection
  104959. * @param input input manager to setup pointer selection
  104960. */
  104961. constructor(input: WebXRInput);
  104962. private _convertNormalToDirectionOfRay;
  104963. private _updatePointerDistance;
  104964. }
  104965. }
  104966. declare module BABYLON {
  104967. /**
  104968. * Class used to represent data loading progression
  104969. */
  104970. export class SceneLoaderProgressEvent {
  104971. /** defines if data length to load can be evaluated */
  104972. readonly lengthComputable: boolean;
  104973. /** defines the loaded data length */
  104974. readonly loaded: number;
  104975. /** defines the data length to load */
  104976. readonly total: number;
  104977. /**
  104978. * Create a new progress event
  104979. * @param lengthComputable defines if data length to load can be evaluated
  104980. * @param loaded defines the loaded data length
  104981. * @param total defines the data length to load
  104982. */
  104983. constructor(
  104984. /** defines if data length to load can be evaluated */
  104985. lengthComputable: boolean,
  104986. /** defines the loaded data length */
  104987. loaded: number,
  104988. /** defines the data length to load */
  104989. total: number);
  104990. /**
  104991. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  104992. * @param event defines the source event
  104993. * @returns a new SceneLoaderProgressEvent
  104994. */
  104995. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  104996. }
  104997. /**
  104998. * Interface used by SceneLoader plugins to define supported file extensions
  104999. */
  105000. export interface ISceneLoaderPluginExtensions {
  105001. /**
  105002. * Defines the list of supported extensions
  105003. */
  105004. [extension: string]: {
  105005. isBinary: boolean;
  105006. };
  105007. }
  105008. /**
  105009. * Interface used by SceneLoader plugin factory
  105010. */
  105011. export interface ISceneLoaderPluginFactory {
  105012. /**
  105013. * Defines the name of the factory
  105014. */
  105015. name: string;
  105016. /**
  105017. * Function called to create a new plugin
  105018. * @return the new plugin
  105019. */
  105020. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105021. /**
  105022. * Boolean indicating if the plugin can direct load specific data
  105023. */
  105024. canDirectLoad?: (data: string) => boolean;
  105025. }
  105026. /**
  105027. * Interface used to define a SceneLoader plugin
  105028. */
  105029. export interface ISceneLoaderPlugin {
  105030. /**
  105031. * The friendly name of this plugin.
  105032. */
  105033. name: string;
  105034. /**
  105035. * The file extensions supported by this plugin.
  105036. */
  105037. extensions: string | ISceneLoaderPluginExtensions;
  105038. /**
  105039. * Import meshes into a scene.
  105040. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105041. * @param scene The scene to import into
  105042. * @param data The data to import
  105043. * @param rootUrl The root url for scene and resources
  105044. * @param meshes The meshes array to import into
  105045. * @param particleSystems The particle systems array to import into
  105046. * @param skeletons The skeletons array to import into
  105047. * @param onError The callback when import fails
  105048. * @returns True if successful or false otherwise
  105049. */
  105050. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105051. /**
  105052. * Load into a scene.
  105053. * @param scene The scene to load into
  105054. * @param data The data to import
  105055. * @param rootUrl The root url for scene and resources
  105056. * @param onError The callback when import fails
  105057. * @returns true if successful or false otherwise
  105058. */
  105059. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105060. /**
  105061. * The callback that returns true if the data can be directly loaded.
  105062. */
  105063. canDirectLoad?: (data: string) => boolean;
  105064. /**
  105065. * The callback that allows custom handling of the root url based on the response url.
  105066. */
  105067. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105068. /**
  105069. * Load into an asset container.
  105070. * @param scene The scene to load into
  105071. * @param data The data to import
  105072. * @param rootUrl The root url for scene and resources
  105073. * @param onError The callback when import fails
  105074. * @returns The loaded asset container
  105075. */
  105076. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105077. }
  105078. /**
  105079. * Interface used to define an async SceneLoader plugin
  105080. */
  105081. export interface ISceneLoaderPluginAsync {
  105082. /**
  105083. * The friendly name of this plugin.
  105084. */
  105085. name: string;
  105086. /**
  105087. * The file extensions supported by this plugin.
  105088. */
  105089. extensions: string | ISceneLoaderPluginExtensions;
  105090. /**
  105091. * Import meshes into a scene.
  105092. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105093. * @param scene The scene to import into
  105094. * @param data The data to import
  105095. * @param rootUrl The root url for scene and resources
  105096. * @param onProgress The callback when the load progresses
  105097. * @param fileName Defines the name of the file to load
  105098. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  105099. */
  105100. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  105101. meshes: AbstractMesh[];
  105102. particleSystems: IParticleSystem[];
  105103. skeletons: Skeleton[];
  105104. animationGroups: AnimationGroup[];
  105105. }>;
  105106. /**
  105107. * Load into a scene.
  105108. * @param scene The scene to load into
  105109. * @param data The data to import
  105110. * @param rootUrl The root url for scene and resources
  105111. * @param onProgress The callback when the load progresses
  105112. * @param fileName Defines the name of the file to load
  105113. * @returns Nothing
  105114. */
  105115. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  105116. /**
  105117. * The callback that returns true if the data can be directly loaded.
  105118. */
  105119. canDirectLoad?: (data: string) => boolean;
  105120. /**
  105121. * The callback that allows custom handling of the root url based on the response url.
  105122. */
  105123. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105124. /**
  105125. * Load into an asset container.
  105126. * @param scene The scene to load into
  105127. * @param data The data to import
  105128. * @param rootUrl The root url for scene and resources
  105129. * @param onProgress The callback when the load progresses
  105130. * @param fileName Defines the name of the file to load
  105131. * @returns The loaded asset container
  105132. */
  105133. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  105134. }
  105135. /**
  105136. * Class used to load scene from various file formats using registered plugins
  105137. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  105138. */
  105139. export class SceneLoader {
  105140. /**
  105141. * No logging while loading
  105142. */
  105143. static readonly NO_LOGGING: number;
  105144. /**
  105145. * Minimal logging while loading
  105146. */
  105147. static readonly MINIMAL_LOGGING: number;
  105148. /**
  105149. * Summary logging while loading
  105150. */
  105151. static readonly SUMMARY_LOGGING: number;
  105152. /**
  105153. * Detailled logging while loading
  105154. */
  105155. static readonly DETAILED_LOGGING: number;
  105156. /**
  105157. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  105158. */
  105159. static ForceFullSceneLoadingForIncremental: boolean;
  105160. /**
  105161. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105162. */
  105163. static ShowLoadingScreen: boolean;
  105164. /**
  105165. * Defines the current logging level (while loading the scene)
  105166. * @ignorenaming
  105167. */
  105168. static loggingLevel: number;
  105169. /**
  105170. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105171. */
  105172. static CleanBoneMatrixWeights: boolean;
  105173. /**
  105174. * Event raised when a plugin is used to load a scene
  105175. */
  105176. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105177. private static _registeredPlugins;
  105178. private static _getDefaultPlugin;
  105179. private static _getPluginForExtension;
  105180. private static _getPluginForDirectLoad;
  105181. private static _getPluginForFilename;
  105182. private static _getDirectLoad;
  105183. private static _loadData;
  105184. private static _getFileInfo;
  105185. /**
  105186. * Gets a plugin that can load the given extension
  105187. * @param extension defines the extension to load
  105188. * @returns a plugin or null if none works
  105189. */
  105190. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105191. /**
  105192. * Gets a boolean indicating that the given extension can be loaded
  105193. * @param extension defines the extension to load
  105194. * @returns true if the extension is supported
  105195. */
  105196. static IsPluginForExtensionAvailable(extension: string): boolean;
  105197. /**
  105198. * Adds a new plugin to the list of registered plugins
  105199. * @param plugin defines the plugin to add
  105200. */
  105201. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105202. /**
  105203. * Import meshes into a scene
  105204. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105205. * @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)
  105206. * @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)
  105207. * @param scene the instance of BABYLON.Scene to append to
  105208. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105209. * @param onProgress a callback with a progress event for each file being loaded
  105210. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105211. * @param pluginExtension the extension used to determine the plugin
  105212. * @returns The loaded plugin
  105213. */
  105214. 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>;
  105215. /**
  105216. * Import meshes into a scene
  105217. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105218. * @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)
  105219. * @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)
  105220. * @param scene the instance of BABYLON.Scene to append to
  105221. * @param onProgress a callback with a progress event for each file being loaded
  105222. * @param pluginExtension the extension used to determine the plugin
  105223. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105224. */
  105225. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105226. meshes: AbstractMesh[];
  105227. particleSystems: IParticleSystem[];
  105228. skeletons: Skeleton[];
  105229. animationGroups: AnimationGroup[];
  105230. }>;
  105231. /**
  105232. * Load a scene
  105233. * @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)
  105234. * @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)
  105235. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105236. * @param onSuccess a callback with the scene when import succeeds
  105237. * @param onProgress a callback with a progress event for each file being loaded
  105238. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105239. * @param pluginExtension the extension used to determine the plugin
  105240. * @returns The loaded plugin
  105241. */
  105242. 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>;
  105243. /**
  105244. * Load a scene
  105245. * @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)
  105246. * @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)
  105247. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105248. * @param onProgress a callback with a progress event for each file being loaded
  105249. * @param pluginExtension the extension used to determine the plugin
  105250. * @returns The loaded scene
  105251. */
  105252. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105253. /**
  105254. * Append a scene
  105255. * @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)
  105256. * @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)
  105257. * @param scene is the instance of BABYLON.Scene to append to
  105258. * @param onSuccess a callback with the scene when import succeeds
  105259. * @param onProgress a callback with a progress event for each file being loaded
  105260. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105261. * @param pluginExtension the extension used to determine the plugin
  105262. * @returns The loaded plugin
  105263. */
  105264. 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>;
  105265. /**
  105266. * Append a scene
  105267. * @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)
  105268. * @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)
  105269. * @param scene is the instance of BABYLON.Scene to append to
  105270. * @param onProgress a callback with a progress event for each file being loaded
  105271. * @param pluginExtension the extension used to determine the plugin
  105272. * @returns The given scene
  105273. */
  105274. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105275. /**
  105276. * Load a scene into an asset container
  105277. * @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)
  105278. * @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)
  105279. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105280. * @param onSuccess a callback with the scene when import succeeds
  105281. * @param onProgress a callback with a progress event for each file being loaded
  105282. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105283. * @param pluginExtension the extension used to determine the plugin
  105284. * @returns The loaded plugin
  105285. */
  105286. 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>;
  105287. /**
  105288. * Load a scene into an asset container
  105289. * @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)
  105290. * @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)
  105291. * @param scene is the instance of Scene to append to
  105292. * @param onProgress a callback with a progress event for each file being loaded
  105293. * @param pluginExtension the extension used to determine the plugin
  105294. * @returns The loaded asset container
  105295. */
  105296. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105297. }
  105298. }
  105299. declare module BABYLON {
  105300. /**
  105301. * Generic Controller
  105302. */
  105303. export class GenericController extends WebVRController {
  105304. /**
  105305. * Base Url for the controller model.
  105306. */
  105307. static readonly MODEL_BASE_URL: string;
  105308. /**
  105309. * File name for the controller model.
  105310. */
  105311. static readonly MODEL_FILENAME: string;
  105312. /**
  105313. * Creates a new GenericController from a gamepad
  105314. * @param vrGamepad the gamepad that the controller should be created from
  105315. */
  105316. constructor(vrGamepad: any);
  105317. /**
  105318. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105319. * @param scene scene in which to add meshes
  105320. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105321. */
  105322. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105323. /**
  105324. * Called once for each button that changed state since the last frame
  105325. * @param buttonIdx Which button index changed
  105326. * @param state New state of the button
  105327. * @param changes Which properties on the state changed since last frame
  105328. */
  105329. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105330. }
  105331. }
  105332. declare module BABYLON {
  105333. /**
  105334. * Defines the WindowsMotionController object that the state of the windows motion controller
  105335. */
  105336. export class WindowsMotionController extends WebVRController {
  105337. /**
  105338. * The base url used to load the left and right controller models
  105339. */
  105340. static MODEL_BASE_URL: string;
  105341. /**
  105342. * The name of the left controller model file
  105343. */
  105344. static MODEL_LEFT_FILENAME: string;
  105345. /**
  105346. * The name of the right controller model file
  105347. */
  105348. static MODEL_RIGHT_FILENAME: string;
  105349. /**
  105350. * The controller name prefix for this controller type
  105351. */
  105352. static readonly GAMEPAD_ID_PREFIX: string;
  105353. /**
  105354. * The controller id pattern for this controller type
  105355. */
  105356. private static readonly GAMEPAD_ID_PATTERN;
  105357. private _loadedMeshInfo;
  105358. private readonly _mapping;
  105359. /**
  105360. * Fired when the trackpad on this controller is clicked
  105361. */
  105362. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105363. /**
  105364. * Fired when the trackpad on this controller is modified
  105365. */
  105366. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105367. /**
  105368. * The current x and y values of this controller's trackpad
  105369. */
  105370. trackpad: StickValues;
  105371. /**
  105372. * Creates a new WindowsMotionController from a gamepad
  105373. * @param vrGamepad the gamepad that the controller should be created from
  105374. */
  105375. constructor(vrGamepad: any);
  105376. /**
  105377. * Fired when the trigger on this controller is modified
  105378. */
  105379. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105380. /**
  105381. * Fired when the menu button on this controller is modified
  105382. */
  105383. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105384. /**
  105385. * Fired when the grip button on this controller is modified
  105386. */
  105387. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105388. /**
  105389. * Fired when the thumbstick button on this controller is modified
  105390. */
  105391. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105392. /**
  105393. * Fired when the touchpad button on this controller is modified
  105394. */
  105395. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105396. /**
  105397. * Fired when the touchpad values on this controller are modified
  105398. */
  105399. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105400. private _updateTrackpad;
  105401. /**
  105402. * Called once per frame by the engine.
  105403. */
  105404. update(): void;
  105405. /**
  105406. * Called once for each button that changed state since the last frame
  105407. * @param buttonIdx Which button index changed
  105408. * @param state New state of the button
  105409. * @param changes Which properties on the state changed since last frame
  105410. */
  105411. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105412. /**
  105413. * Moves the buttons on the controller mesh based on their current state
  105414. * @param buttonName the name of the button to move
  105415. * @param buttonValue the value of the button which determines the buttons new position
  105416. */
  105417. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105418. /**
  105419. * Moves the axis on the controller mesh based on its current state
  105420. * @param axis the index of the axis
  105421. * @param axisValue the value of the axis which determines the meshes new position
  105422. * @hidden
  105423. */
  105424. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105425. /**
  105426. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105427. * @param scene scene in which to add meshes
  105428. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105429. */
  105430. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105431. /**
  105432. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105433. * can be transformed by button presses and axes values, based on this._mapping.
  105434. *
  105435. * @param scene scene in which the meshes exist
  105436. * @param meshes list of meshes that make up the controller model to process
  105437. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105438. */
  105439. private processModel;
  105440. private createMeshInfo;
  105441. /**
  105442. * Gets the ray of the controller in the direction the controller is pointing
  105443. * @param length the length the resulting ray should be
  105444. * @returns a ray in the direction the controller is pointing
  105445. */
  105446. getForwardRay(length?: number): Ray;
  105447. /**
  105448. * Disposes of the controller
  105449. */
  105450. dispose(): void;
  105451. }
  105452. }
  105453. declare module BABYLON {
  105454. /**
  105455. * Oculus Touch Controller
  105456. */
  105457. export class OculusTouchController extends WebVRController {
  105458. /**
  105459. * Base Url for the controller model.
  105460. */
  105461. static MODEL_BASE_URL: string;
  105462. /**
  105463. * File name for the left controller model.
  105464. */
  105465. static MODEL_LEFT_FILENAME: string;
  105466. /**
  105467. * File name for the right controller model.
  105468. */
  105469. static MODEL_RIGHT_FILENAME: string;
  105470. /**
  105471. * Base Url for the Quest controller model.
  105472. */
  105473. static QUEST_MODEL_BASE_URL: string;
  105474. /**
  105475. * @hidden
  105476. * If the controllers are running on a device that needs the updated Quest controller models
  105477. */
  105478. static _IsQuest: boolean;
  105479. /**
  105480. * Fired when the secondary trigger on this controller is modified
  105481. */
  105482. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105483. /**
  105484. * Fired when the thumb rest on this controller is modified
  105485. */
  105486. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105487. /**
  105488. * Creates a new OculusTouchController from a gamepad
  105489. * @param vrGamepad the gamepad that the controller should be created from
  105490. */
  105491. constructor(vrGamepad: any);
  105492. /**
  105493. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105494. * @param scene scene in which to add meshes
  105495. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105496. */
  105497. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105498. /**
  105499. * Fired when the A button on this controller is modified
  105500. */
  105501. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105502. /**
  105503. * Fired when the B button on this controller is modified
  105504. */
  105505. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105506. /**
  105507. * Fired when the X button on this controller is modified
  105508. */
  105509. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105510. /**
  105511. * Fired when the Y button on this controller is modified
  105512. */
  105513. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105514. /**
  105515. * Called once for each button that changed state since the last frame
  105516. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105517. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105518. * 2) secondary trigger (same)
  105519. * 3) A (right) X (left), touch, pressed = value
  105520. * 4) B / Y
  105521. * 5) thumb rest
  105522. * @param buttonIdx Which button index changed
  105523. * @param state New state of the button
  105524. * @param changes Which properties on the state changed since last frame
  105525. */
  105526. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105527. }
  105528. }
  105529. declare module BABYLON {
  105530. /**
  105531. * Vive Controller
  105532. */
  105533. export class ViveController extends WebVRController {
  105534. /**
  105535. * Base Url for the controller model.
  105536. */
  105537. static MODEL_BASE_URL: string;
  105538. /**
  105539. * File name for the controller model.
  105540. */
  105541. static MODEL_FILENAME: string;
  105542. /**
  105543. * Creates a new ViveController from a gamepad
  105544. * @param vrGamepad the gamepad that the controller should be created from
  105545. */
  105546. constructor(vrGamepad: any);
  105547. /**
  105548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105549. * @param scene scene in which to add meshes
  105550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105551. */
  105552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105553. /**
  105554. * Fired when the left button on this controller is modified
  105555. */
  105556. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105557. /**
  105558. * Fired when the right button on this controller is modified
  105559. */
  105560. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105561. /**
  105562. * Fired when the menu button on this controller is modified
  105563. */
  105564. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105565. /**
  105566. * Called once for each button that changed state since the last frame
  105567. * Vive mapping:
  105568. * 0: touchpad
  105569. * 1: trigger
  105570. * 2: left AND right buttons
  105571. * 3: menu button
  105572. * @param buttonIdx Which button index changed
  105573. * @param state New state of the button
  105574. * @param changes Which properties on the state changed since last frame
  105575. */
  105576. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105577. }
  105578. }
  105579. declare module BABYLON {
  105580. /**
  105581. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105582. */
  105583. export class WebXRControllerModelLoader {
  105584. /**
  105585. * Creates the WebXRControllerModelLoader
  105586. * @param input xr input that creates the controllers
  105587. */
  105588. constructor(input: WebXRInput);
  105589. }
  105590. }
  105591. declare module BABYLON {
  105592. /**
  105593. * Contains an array of blocks representing the octree
  105594. */
  105595. export interface IOctreeContainer<T> {
  105596. /**
  105597. * Blocks within the octree
  105598. */
  105599. blocks: Array<OctreeBlock<T>>;
  105600. }
  105601. /**
  105602. * Class used to store a cell in an octree
  105603. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105604. */
  105605. export class OctreeBlock<T> {
  105606. /**
  105607. * Gets the content of the current block
  105608. */
  105609. entries: T[];
  105610. /**
  105611. * Gets the list of block children
  105612. */
  105613. blocks: Array<OctreeBlock<T>>;
  105614. private _depth;
  105615. private _maxDepth;
  105616. private _capacity;
  105617. private _minPoint;
  105618. private _maxPoint;
  105619. private _boundingVectors;
  105620. private _creationFunc;
  105621. /**
  105622. * Creates a new block
  105623. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105624. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105625. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105626. * @param depth defines the current depth of this block in the octree
  105627. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105628. * @param creationFunc defines a callback to call when an element is added to the block
  105629. */
  105630. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105631. /**
  105632. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105633. */
  105634. readonly capacity: number;
  105635. /**
  105636. * Gets the minimum vector (in world space) of the block's bounding box
  105637. */
  105638. readonly minPoint: Vector3;
  105639. /**
  105640. * Gets the maximum vector (in world space) of the block's bounding box
  105641. */
  105642. readonly maxPoint: Vector3;
  105643. /**
  105644. * Add a new element to this block
  105645. * @param entry defines the element to add
  105646. */
  105647. addEntry(entry: T): void;
  105648. /**
  105649. * Remove an element from this block
  105650. * @param entry defines the element to remove
  105651. */
  105652. removeEntry(entry: T): void;
  105653. /**
  105654. * Add an array of elements to this block
  105655. * @param entries defines the array of elements to add
  105656. */
  105657. addEntries(entries: T[]): void;
  105658. /**
  105659. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105660. * @param frustumPlanes defines the frustum planes to test
  105661. * @param selection defines the array to store current content if selection is positive
  105662. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105663. */
  105664. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105665. /**
  105666. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105667. * @param sphereCenter defines the bounding sphere center
  105668. * @param sphereRadius defines the bounding sphere radius
  105669. * @param selection defines the array to store current content if selection is positive
  105670. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105671. */
  105672. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105673. /**
  105674. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105675. * @param ray defines the ray to test with
  105676. * @param selection defines the array to store current content if selection is positive
  105677. */
  105678. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105679. /**
  105680. * Subdivide the content into child blocks (this block will then be empty)
  105681. */
  105682. createInnerBlocks(): void;
  105683. /**
  105684. * @hidden
  105685. */
  105686. 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;
  105687. }
  105688. }
  105689. declare module BABYLON {
  105690. /**
  105691. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105692. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105693. */
  105694. export class Octree<T> {
  105695. /** 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.) */
  105696. maxDepth: number;
  105697. /**
  105698. * Blocks within the octree containing objects
  105699. */
  105700. blocks: Array<OctreeBlock<T>>;
  105701. /**
  105702. * Content stored in the octree
  105703. */
  105704. dynamicContent: T[];
  105705. private _maxBlockCapacity;
  105706. private _selectionContent;
  105707. private _creationFunc;
  105708. /**
  105709. * Creates a octree
  105710. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105711. * @param creationFunc function to be used to instatiate the octree
  105712. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105713. * @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.)
  105714. */
  105715. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105716. /** 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.) */
  105717. maxDepth?: number);
  105718. /**
  105719. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105720. * @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);
  105721. * @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);
  105722. * @param entries meshes to be added to the octree blocks
  105723. */
  105724. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105725. /**
  105726. * Adds a mesh to the octree
  105727. * @param entry Mesh to add to the octree
  105728. */
  105729. addMesh(entry: T): void;
  105730. /**
  105731. * Remove an element from the octree
  105732. * @param entry defines the element to remove
  105733. */
  105734. removeMesh(entry: T): void;
  105735. /**
  105736. * Selects an array of meshes within the frustum
  105737. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105738. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105739. * @returns array of meshes within the frustum
  105740. */
  105741. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105742. /**
  105743. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105744. * @param sphereCenter defines the bounding sphere center
  105745. * @param sphereRadius defines the bounding sphere radius
  105746. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105747. * @returns an array of objects that intersect the sphere
  105748. */
  105749. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105750. /**
  105751. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105752. * @param ray defines the ray to test with
  105753. * @returns array of intersected objects
  105754. */
  105755. intersectsRay(ray: Ray): SmartArray<T>;
  105756. /**
  105757. * Adds a mesh into the octree block if it intersects the block
  105758. */
  105759. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105760. /**
  105761. * Adds a submesh into the octree block if it intersects the block
  105762. */
  105763. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105764. }
  105765. }
  105766. declare module BABYLON {
  105767. interface Scene {
  105768. /**
  105769. * @hidden
  105770. * Backing Filed
  105771. */
  105772. _selectionOctree: Octree<AbstractMesh>;
  105773. /**
  105774. * Gets the octree used to boost mesh selection (picking)
  105775. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105776. */
  105777. selectionOctree: Octree<AbstractMesh>;
  105778. /**
  105779. * Creates or updates the octree used to boost selection (picking)
  105780. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105781. * @param maxCapacity defines the maximum capacity per leaf
  105782. * @param maxDepth defines the maximum depth of the octree
  105783. * @returns an octree of AbstractMesh
  105784. */
  105785. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105786. }
  105787. interface AbstractMesh {
  105788. /**
  105789. * @hidden
  105790. * Backing Field
  105791. */
  105792. _submeshesOctree: Octree<SubMesh>;
  105793. /**
  105794. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105795. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105796. * @param maxCapacity defines the maximum size of each block (64 by default)
  105797. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105798. * @returns the new octree
  105799. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105800. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105801. */
  105802. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105803. }
  105804. /**
  105805. * Defines the octree scene component responsible to manage any octrees
  105806. * in a given scene.
  105807. */
  105808. export class OctreeSceneComponent {
  105809. /**
  105810. * The component name help to identify the component in the list of scene components.
  105811. */
  105812. readonly name: string;
  105813. /**
  105814. * The scene the component belongs to.
  105815. */
  105816. scene: Scene;
  105817. /**
  105818. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105819. */
  105820. readonly checksIsEnabled: boolean;
  105821. /**
  105822. * Creates a new instance of the component for the given scene
  105823. * @param scene Defines the scene to register the component in
  105824. */
  105825. constructor(scene: Scene);
  105826. /**
  105827. * Registers the component in a given scene
  105828. */
  105829. register(): void;
  105830. /**
  105831. * Return the list of active meshes
  105832. * @returns the list of active meshes
  105833. */
  105834. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105835. /**
  105836. * Return the list of active sub meshes
  105837. * @param mesh The mesh to get the candidates sub meshes from
  105838. * @returns the list of active sub meshes
  105839. */
  105840. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105841. private _tempRay;
  105842. /**
  105843. * Return the list of sub meshes intersecting with a given local ray
  105844. * @param mesh defines the mesh to find the submesh for
  105845. * @param localRay defines the ray in local space
  105846. * @returns the list of intersecting sub meshes
  105847. */
  105848. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105849. /**
  105850. * Return the list of sub meshes colliding with a collider
  105851. * @param mesh defines the mesh to find the submesh for
  105852. * @param collider defines the collider to evaluate the collision against
  105853. * @returns the list of colliding sub meshes
  105854. */
  105855. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105856. /**
  105857. * Rebuilds the elements related to this component in case of
  105858. * context lost for instance.
  105859. */
  105860. rebuild(): void;
  105861. /**
  105862. * Disposes the component and the associated ressources.
  105863. */
  105864. dispose(): void;
  105865. }
  105866. }
  105867. declare module BABYLON {
  105868. /**
  105869. * Renders a layer on top of an existing scene
  105870. */
  105871. export class UtilityLayerRenderer implements IDisposable {
  105872. /** the original scene that will be rendered on top of */
  105873. originalScene: Scene;
  105874. private _pointerCaptures;
  105875. private _lastPointerEvents;
  105876. private static _DefaultUtilityLayer;
  105877. private static _DefaultKeepDepthUtilityLayer;
  105878. private _sharedGizmoLight;
  105879. private _renderCamera;
  105880. /**
  105881. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  105882. * @returns the camera that is used when rendering the utility layer
  105883. */
  105884. getRenderCamera(): Nullable<Camera>;
  105885. /**
  105886. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  105887. * @param cam the camera that should be used when rendering the utility layer
  105888. */
  105889. setRenderCamera(cam: Nullable<Camera>): void;
  105890. /**
  105891. * @hidden
  105892. * Light which used by gizmos to get light shading
  105893. */
  105894. _getSharedGizmoLight(): HemisphericLight;
  105895. /**
  105896. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  105897. */
  105898. pickUtilitySceneFirst: boolean;
  105899. /**
  105900. * 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)
  105901. */
  105902. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  105903. /**
  105904. * 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)
  105905. */
  105906. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  105907. /**
  105908. * The scene that is rendered on top of the original scene
  105909. */
  105910. utilityLayerScene: Scene;
  105911. /**
  105912. * If the utility layer should automatically be rendered on top of existing scene
  105913. */
  105914. shouldRender: boolean;
  105915. /**
  105916. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  105917. */
  105918. onlyCheckPointerDownEvents: boolean;
  105919. /**
  105920. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  105921. */
  105922. processAllEvents: boolean;
  105923. /**
  105924. * Observable raised when the pointer move from the utility layer scene to the main scene
  105925. */
  105926. onPointerOutObservable: Observable<number>;
  105927. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  105928. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105929. private _afterRenderObserver;
  105930. private _sceneDisposeObserver;
  105931. private _originalPointerObserver;
  105932. /**
  105933. * Instantiates a UtilityLayerRenderer
  105934. * @param originalScene the original scene that will be rendered on top of
  105935. * @param handleEvents boolean indicating if the utility layer should handle events
  105936. */
  105937. constructor(
  105938. /** the original scene that will be rendered on top of */
  105939. originalScene: Scene, handleEvents?: boolean);
  105940. private _notifyObservers;
  105941. /**
  105942. * Renders the utility layers scene on top of the original scene
  105943. */
  105944. render(): void;
  105945. /**
  105946. * Disposes of the renderer
  105947. */
  105948. dispose(): void;
  105949. private _updateCamera;
  105950. }
  105951. }
  105952. declare module BABYLON {
  105953. /**
  105954. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  105955. */
  105956. export class Gizmo implements IDisposable {
  105957. /** The utility layer the gizmo will be added to */
  105958. gizmoLayer: UtilityLayerRenderer;
  105959. /**
  105960. * The root mesh of the gizmo
  105961. */
  105962. _rootMesh: Mesh;
  105963. private _attachedMesh;
  105964. /**
  105965. * Ratio for the scale of the gizmo (Default: 1)
  105966. */
  105967. scaleRatio: number;
  105968. /**
  105969. * If a custom mesh has been set (Default: false)
  105970. */
  105971. protected _customMeshSet: boolean;
  105972. /**
  105973. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  105974. * * When set, interactions will be enabled
  105975. */
  105976. attachedMesh: Nullable<AbstractMesh>;
  105977. /**
  105978. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  105979. * @param mesh The mesh to replace the default mesh of the gizmo
  105980. */
  105981. setCustomMesh(mesh: Mesh): void;
  105982. /**
  105983. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  105984. */
  105985. updateGizmoRotationToMatchAttachedMesh: boolean;
  105986. /**
  105987. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  105988. */
  105989. updateGizmoPositionToMatchAttachedMesh: boolean;
  105990. /**
  105991. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  105992. */
  105993. updateScale: boolean;
  105994. protected _interactionsEnabled: boolean;
  105995. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105996. private _beforeRenderObserver;
  105997. private _tempVector;
  105998. /**
  105999. * Creates a gizmo
  106000. * @param gizmoLayer The utility layer the gizmo will be added to
  106001. */
  106002. constructor(
  106003. /** The utility layer the gizmo will be added to */
  106004. gizmoLayer?: UtilityLayerRenderer);
  106005. /**
  106006. * Updates the gizmo to match the attached mesh's position/rotation
  106007. */
  106008. protected _update(): void;
  106009. /**
  106010. * Disposes of the gizmo
  106011. */
  106012. dispose(): void;
  106013. }
  106014. }
  106015. declare module BABYLON {
  106016. /**
  106017. * Single plane drag gizmo
  106018. */
  106019. export class PlaneDragGizmo extends Gizmo {
  106020. /**
  106021. * Drag behavior responsible for the gizmos dragging interactions
  106022. */
  106023. dragBehavior: PointerDragBehavior;
  106024. private _pointerObserver;
  106025. /**
  106026. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106027. */
  106028. snapDistance: number;
  106029. /**
  106030. * Event that fires each time the gizmo snaps to a new location.
  106031. * * snapDistance is the the change in distance
  106032. */
  106033. onSnapObservable: Observable<{
  106034. snapDistance: number;
  106035. }>;
  106036. private _plane;
  106037. private _coloredMaterial;
  106038. private _hoverMaterial;
  106039. private _isEnabled;
  106040. private _parent;
  106041. /** @hidden */
  106042. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106043. /** @hidden */
  106044. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106045. /**
  106046. * Creates a PlaneDragGizmo
  106047. * @param gizmoLayer The utility layer the gizmo will be added to
  106048. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106049. * @param color The color of the gizmo
  106050. */
  106051. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106052. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106053. /**
  106054. * If the gizmo is enabled
  106055. */
  106056. isEnabled: boolean;
  106057. /**
  106058. * Disposes of the gizmo
  106059. */
  106060. dispose(): void;
  106061. }
  106062. }
  106063. declare module BABYLON {
  106064. /**
  106065. * Gizmo that enables dragging a mesh along 3 axis
  106066. */
  106067. export class PositionGizmo extends Gizmo {
  106068. /**
  106069. * Internal gizmo used for interactions on the x axis
  106070. */
  106071. xGizmo: AxisDragGizmo;
  106072. /**
  106073. * Internal gizmo used for interactions on the y axis
  106074. */
  106075. yGizmo: AxisDragGizmo;
  106076. /**
  106077. * Internal gizmo used for interactions on the z axis
  106078. */
  106079. zGizmo: AxisDragGizmo;
  106080. /**
  106081. * Internal gizmo used for interactions on the yz plane
  106082. */
  106083. xPlaneGizmo: PlaneDragGizmo;
  106084. /**
  106085. * Internal gizmo used for interactions on the xz plane
  106086. */
  106087. yPlaneGizmo: PlaneDragGizmo;
  106088. /**
  106089. * Internal gizmo used for interactions on the xy plane
  106090. */
  106091. zPlaneGizmo: PlaneDragGizmo;
  106092. /**
  106093. * private variables
  106094. */
  106095. private _meshAttached;
  106096. private _updateGizmoRotationToMatchAttachedMesh;
  106097. private _snapDistance;
  106098. private _scaleRatio;
  106099. /** Fires an event when any of it's sub gizmos are dragged */
  106100. onDragStartObservable: Observable<unknown>;
  106101. /** Fires an event when any of it's sub gizmos are released from dragging */
  106102. onDragEndObservable: Observable<unknown>;
  106103. /**
  106104. * If set to true, planar drag is enabled
  106105. */
  106106. private _planarGizmoEnabled;
  106107. attachedMesh: Nullable<AbstractMesh>;
  106108. /**
  106109. * Creates a PositionGizmo
  106110. * @param gizmoLayer The utility layer the gizmo will be added to
  106111. */
  106112. constructor(gizmoLayer?: UtilityLayerRenderer);
  106113. /**
  106114. * If the planar drag gizmo is enabled
  106115. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  106116. */
  106117. planarGizmoEnabled: boolean;
  106118. updateGizmoRotationToMatchAttachedMesh: boolean;
  106119. /**
  106120. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106121. */
  106122. snapDistance: number;
  106123. /**
  106124. * Ratio for the scale of the gizmo (Default: 1)
  106125. */
  106126. scaleRatio: number;
  106127. /**
  106128. * Disposes of the gizmo
  106129. */
  106130. dispose(): void;
  106131. /**
  106132. * CustomMeshes are not supported by this gizmo
  106133. * @param mesh The mesh to replace the default mesh of the gizmo
  106134. */
  106135. setCustomMesh(mesh: Mesh): void;
  106136. }
  106137. }
  106138. declare module BABYLON {
  106139. /**
  106140. * Single axis drag gizmo
  106141. */
  106142. export class AxisDragGizmo extends Gizmo {
  106143. /**
  106144. * Drag behavior responsible for the gizmos dragging interactions
  106145. */
  106146. dragBehavior: PointerDragBehavior;
  106147. private _pointerObserver;
  106148. /**
  106149. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106150. */
  106151. snapDistance: number;
  106152. /**
  106153. * Event that fires each time the gizmo snaps to a new location.
  106154. * * snapDistance is the the change in distance
  106155. */
  106156. onSnapObservable: Observable<{
  106157. snapDistance: number;
  106158. }>;
  106159. private _isEnabled;
  106160. private _parent;
  106161. private _arrow;
  106162. private _coloredMaterial;
  106163. private _hoverMaterial;
  106164. /** @hidden */
  106165. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106166. /** @hidden */
  106167. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106168. /**
  106169. * Creates an AxisDragGizmo
  106170. * @param gizmoLayer The utility layer the gizmo will be added to
  106171. * @param dragAxis The axis which the gizmo will be able to drag on
  106172. * @param color The color of the gizmo
  106173. */
  106174. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106175. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106176. /**
  106177. * If the gizmo is enabled
  106178. */
  106179. isEnabled: boolean;
  106180. /**
  106181. * Disposes of the gizmo
  106182. */
  106183. dispose(): void;
  106184. }
  106185. }
  106186. declare module BABYLON.Debug {
  106187. /**
  106188. * The Axes viewer will show 3 axes in a specific point in space
  106189. */
  106190. export class AxesViewer {
  106191. private _xAxis;
  106192. private _yAxis;
  106193. private _zAxis;
  106194. private _scaleLinesFactor;
  106195. private _instanced;
  106196. /**
  106197. * Gets the hosting scene
  106198. */
  106199. scene: Scene;
  106200. /**
  106201. * Gets or sets a number used to scale line length
  106202. */
  106203. scaleLines: number;
  106204. /** Gets the node hierarchy used to render x-axis */
  106205. readonly xAxis: TransformNode;
  106206. /** Gets the node hierarchy used to render y-axis */
  106207. readonly yAxis: TransformNode;
  106208. /** Gets the node hierarchy used to render z-axis */
  106209. readonly zAxis: TransformNode;
  106210. /**
  106211. * Creates a new AxesViewer
  106212. * @param scene defines the hosting scene
  106213. * @param scaleLines defines a number used to scale line length (1 by default)
  106214. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106215. * @param xAxis defines the node hierarchy used to render the x-axis
  106216. * @param yAxis defines the node hierarchy used to render the y-axis
  106217. * @param zAxis defines the node hierarchy used to render the z-axis
  106218. */
  106219. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106220. /**
  106221. * Force the viewer to update
  106222. * @param position defines the position of the viewer
  106223. * @param xaxis defines the x axis of the viewer
  106224. * @param yaxis defines the y axis of the viewer
  106225. * @param zaxis defines the z axis of the viewer
  106226. */
  106227. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106228. /**
  106229. * Creates an instance of this axes viewer.
  106230. * @returns a new axes viewer with instanced meshes
  106231. */
  106232. createInstance(): AxesViewer;
  106233. /** Releases resources */
  106234. dispose(): void;
  106235. private static _SetRenderingGroupId;
  106236. }
  106237. }
  106238. declare module BABYLON.Debug {
  106239. /**
  106240. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106241. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106242. */
  106243. export class BoneAxesViewer extends AxesViewer {
  106244. /**
  106245. * Gets or sets the target mesh where to display the axes viewer
  106246. */
  106247. mesh: Nullable<Mesh>;
  106248. /**
  106249. * Gets or sets the target bone where to display the axes viewer
  106250. */
  106251. bone: Nullable<Bone>;
  106252. /** Gets current position */
  106253. pos: Vector3;
  106254. /** Gets direction of X axis */
  106255. xaxis: Vector3;
  106256. /** Gets direction of Y axis */
  106257. yaxis: Vector3;
  106258. /** Gets direction of Z axis */
  106259. zaxis: Vector3;
  106260. /**
  106261. * Creates a new BoneAxesViewer
  106262. * @param scene defines the hosting scene
  106263. * @param bone defines the target bone
  106264. * @param mesh defines the target mesh
  106265. * @param scaleLines defines a scaling factor for line length (1 by default)
  106266. */
  106267. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106268. /**
  106269. * Force the viewer to update
  106270. */
  106271. update(): void;
  106272. /** Releases resources */
  106273. dispose(): void;
  106274. }
  106275. }
  106276. declare module BABYLON {
  106277. /**
  106278. * Interface used to define scene explorer extensibility option
  106279. */
  106280. export interface IExplorerExtensibilityOption {
  106281. /**
  106282. * Define the option label
  106283. */
  106284. label: string;
  106285. /**
  106286. * Defines the action to execute on click
  106287. */
  106288. action: (entity: any) => void;
  106289. }
  106290. /**
  106291. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106292. */
  106293. export interface IExplorerExtensibilityGroup {
  106294. /**
  106295. * Defines a predicate to test if a given type mut be extended
  106296. */
  106297. predicate: (entity: any) => boolean;
  106298. /**
  106299. * Gets the list of options added to a type
  106300. */
  106301. entries: IExplorerExtensibilityOption[];
  106302. }
  106303. /**
  106304. * Interface used to define the options to use to create the Inspector
  106305. */
  106306. export interface IInspectorOptions {
  106307. /**
  106308. * Display in overlay mode (default: false)
  106309. */
  106310. overlay?: boolean;
  106311. /**
  106312. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106313. */
  106314. globalRoot?: HTMLElement;
  106315. /**
  106316. * Display the Scene explorer
  106317. */
  106318. showExplorer?: boolean;
  106319. /**
  106320. * Display the property inspector
  106321. */
  106322. showInspector?: boolean;
  106323. /**
  106324. * Display in embed mode (both panes on the right)
  106325. */
  106326. embedMode?: boolean;
  106327. /**
  106328. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106329. */
  106330. handleResize?: boolean;
  106331. /**
  106332. * Allow the panes to popup (default: true)
  106333. */
  106334. enablePopup?: boolean;
  106335. /**
  106336. * Allow the panes to be closed by users (default: true)
  106337. */
  106338. enableClose?: boolean;
  106339. /**
  106340. * Optional list of extensibility entries
  106341. */
  106342. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106343. /**
  106344. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106345. */
  106346. inspectorURL?: string;
  106347. }
  106348. interface Scene {
  106349. /**
  106350. * @hidden
  106351. * Backing field
  106352. */
  106353. _debugLayer: DebugLayer;
  106354. /**
  106355. * Gets the debug layer (aka Inspector) associated with the scene
  106356. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106357. */
  106358. debugLayer: DebugLayer;
  106359. }
  106360. /**
  106361. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106362. * what is happening in your scene
  106363. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106364. */
  106365. export class DebugLayer {
  106366. /**
  106367. * Define the url to get the inspector script from.
  106368. * By default it uses the babylonjs CDN.
  106369. * @ignoreNaming
  106370. */
  106371. static InspectorURL: string;
  106372. private _scene;
  106373. private BJSINSPECTOR;
  106374. private _onPropertyChangedObservable?;
  106375. /**
  106376. * Observable triggered when a property is changed through the inspector.
  106377. */
  106378. readonly onPropertyChangedObservable: any;
  106379. /**
  106380. * Instantiates a new debug layer.
  106381. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106382. * what is happening in your scene
  106383. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106384. * @param scene Defines the scene to inspect
  106385. */
  106386. constructor(scene: Scene);
  106387. /** Creates the inspector window. */
  106388. private _createInspector;
  106389. /**
  106390. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106391. * @param entity defines the entity to select
  106392. * @param lineContainerTitle defines the specific block to highlight
  106393. */
  106394. select(entity: any, lineContainerTitle?: string): void;
  106395. /** Get the inspector from bundle or global */
  106396. private _getGlobalInspector;
  106397. /**
  106398. * Get if the inspector is visible or not.
  106399. * @returns true if visible otherwise, false
  106400. */
  106401. isVisible(): boolean;
  106402. /**
  106403. * Hide the inspector and close its window.
  106404. */
  106405. hide(): void;
  106406. /**
  106407. * Launch the debugLayer.
  106408. * @param config Define the configuration of the inspector
  106409. * @return a promise fulfilled when the debug layer is visible
  106410. */
  106411. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106412. }
  106413. }
  106414. declare module BABYLON {
  106415. /**
  106416. * Class containing static functions to help procedurally build meshes
  106417. */
  106418. export class BoxBuilder {
  106419. /**
  106420. * Creates a box mesh
  106421. * * The parameter `size` sets the size (float) of each box side (default 1)
  106422. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106423. * * 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)
  106424. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106425. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106426. * * 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
  106427. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106428. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106429. * @param name defines the name of the mesh
  106430. * @param options defines the options used to create the mesh
  106431. * @param scene defines the hosting scene
  106432. * @returns the box mesh
  106433. */
  106434. static CreateBox(name: string, options: {
  106435. size?: number;
  106436. width?: number;
  106437. height?: number;
  106438. depth?: number;
  106439. faceUV?: Vector4[];
  106440. faceColors?: Color4[];
  106441. sideOrientation?: number;
  106442. frontUVs?: Vector4;
  106443. backUVs?: Vector4;
  106444. wrap?: boolean;
  106445. topBaseAt?: number;
  106446. bottomBaseAt?: number;
  106447. updatable?: boolean;
  106448. }, scene?: Nullable<Scene>): Mesh;
  106449. }
  106450. }
  106451. declare module BABYLON {
  106452. /**
  106453. * Class containing static functions to help procedurally build meshes
  106454. */
  106455. export class SphereBuilder {
  106456. /**
  106457. * Creates a sphere mesh
  106458. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106459. * * 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`)
  106460. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106461. * * 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
  106462. * * 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)
  106463. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106464. * * 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
  106465. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106466. * @param name defines the name of the mesh
  106467. * @param options defines the options used to create the mesh
  106468. * @param scene defines the hosting scene
  106469. * @returns the sphere mesh
  106470. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106471. */
  106472. static CreateSphere(name: string, options: {
  106473. segments?: number;
  106474. diameter?: number;
  106475. diameterX?: number;
  106476. diameterY?: number;
  106477. diameterZ?: number;
  106478. arc?: number;
  106479. slice?: number;
  106480. sideOrientation?: number;
  106481. frontUVs?: Vector4;
  106482. backUVs?: Vector4;
  106483. updatable?: boolean;
  106484. }, scene: any): Mesh;
  106485. }
  106486. }
  106487. declare module BABYLON.Debug {
  106488. /**
  106489. * Used to show the physics impostor around the specific mesh
  106490. */
  106491. export class PhysicsViewer {
  106492. /** @hidden */
  106493. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106494. /** @hidden */
  106495. protected _meshes: Array<Nullable<AbstractMesh>>;
  106496. /** @hidden */
  106497. protected _scene: Nullable<Scene>;
  106498. /** @hidden */
  106499. protected _numMeshes: number;
  106500. /** @hidden */
  106501. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106502. private _renderFunction;
  106503. private _utilityLayer;
  106504. private _debugBoxMesh;
  106505. private _debugSphereMesh;
  106506. private _debugCylinderMesh;
  106507. private _debugMaterial;
  106508. private _debugMeshMeshes;
  106509. /**
  106510. * Creates a new PhysicsViewer
  106511. * @param scene defines the hosting scene
  106512. */
  106513. constructor(scene: Scene);
  106514. /** @hidden */
  106515. protected _updateDebugMeshes(): void;
  106516. /**
  106517. * Renders a specified physic impostor
  106518. * @param impostor defines the impostor to render
  106519. * @param targetMesh defines the mesh represented by the impostor
  106520. * @returns the new debug mesh used to render the impostor
  106521. */
  106522. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106523. /**
  106524. * Hides a specified physic impostor
  106525. * @param impostor defines the impostor to hide
  106526. */
  106527. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106528. private _getDebugMaterial;
  106529. private _getDebugBoxMesh;
  106530. private _getDebugSphereMesh;
  106531. private _getDebugCylinderMesh;
  106532. private _getDebugMeshMesh;
  106533. private _getDebugMesh;
  106534. /** Releases all resources */
  106535. dispose(): void;
  106536. }
  106537. }
  106538. declare module BABYLON {
  106539. /**
  106540. * Class containing static functions to help procedurally build meshes
  106541. */
  106542. export class LinesBuilder {
  106543. /**
  106544. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106545. * * 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
  106546. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106547. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106548. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106549. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106550. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106551. * * 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
  106552. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106554. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106555. * @param name defines the name of the new line system
  106556. * @param options defines the options used to create the line system
  106557. * @param scene defines the hosting scene
  106558. * @returns a new line system mesh
  106559. */
  106560. static CreateLineSystem(name: string, options: {
  106561. lines: Vector3[][];
  106562. updatable?: boolean;
  106563. instance?: Nullable<LinesMesh>;
  106564. colors?: Nullable<Color4[][]>;
  106565. useVertexAlpha?: boolean;
  106566. }, scene: Nullable<Scene>): LinesMesh;
  106567. /**
  106568. * Creates a line mesh
  106569. * 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
  106570. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106571. * * The parameter `points` is an array successive Vector3
  106572. * * 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
  106573. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106574. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106575. * * When updating an instance, remember that only point positions can change, not the number of points
  106576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106577. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106578. * @param name defines the name of the new line system
  106579. * @param options defines the options used to create the line system
  106580. * @param scene defines the hosting scene
  106581. * @returns a new line mesh
  106582. */
  106583. static CreateLines(name: string, options: {
  106584. points: Vector3[];
  106585. updatable?: boolean;
  106586. instance?: Nullable<LinesMesh>;
  106587. colors?: Color4[];
  106588. useVertexAlpha?: boolean;
  106589. }, scene?: Nullable<Scene>): LinesMesh;
  106590. /**
  106591. * Creates a dashed line mesh
  106592. * * 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
  106593. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106594. * * The parameter `points` is an array successive Vector3
  106595. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106596. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106597. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106598. * * 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
  106599. * * When updating an instance, remember that only point positions can change, not the number of points
  106600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106601. * @param name defines the name of the mesh
  106602. * @param options defines the options used to create the mesh
  106603. * @param scene defines the hosting scene
  106604. * @returns the dashed line mesh
  106605. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106606. */
  106607. static CreateDashedLines(name: string, options: {
  106608. points: Vector3[];
  106609. dashSize?: number;
  106610. gapSize?: number;
  106611. dashNb?: number;
  106612. updatable?: boolean;
  106613. instance?: LinesMesh;
  106614. }, scene?: Nullable<Scene>): LinesMesh;
  106615. }
  106616. }
  106617. declare module BABYLON {
  106618. /**
  106619. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106620. * in order to better appreciate the issue one might have.
  106621. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106622. */
  106623. export class RayHelper {
  106624. /**
  106625. * Defines the ray we are currently tryin to visualize.
  106626. */
  106627. ray: Nullable<Ray>;
  106628. private _renderPoints;
  106629. private _renderLine;
  106630. private _renderFunction;
  106631. private _scene;
  106632. private _updateToMeshFunction;
  106633. private _attachedToMesh;
  106634. private _meshSpaceDirection;
  106635. private _meshSpaceOrigin;
  106636. /**
  106637. * Helper function to create a colored helper in a scene in one line.
  106638. * @param ray Defines the ray we are currently tryin to visualize
  106639. * @param scene Defines the scene the ray is used in
  106640. * @param color Defines the color we want to see the ray in
  106641. * @returns The newly created ray helper.
  106642. */
  106643. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106644. /**
  106645. * Instantiate a new ray helper.
  106646. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106647. * in order to better appreciate the issue one might have.
  106648. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106649. * @param ray Defines the ray we are currently tryin to visualize
  106650. */
  106651. constructor(ray: Ray);
  106652. /**
  106653. * Shows the ray we are willing to debug.
  106654. * @param scene Defines the scene the ray needs to be rendered in
  106655. * @param color Defines the color the ray needs to be rendered in
  106656. */
  106657. show(scene: Scene, color?: Color3): void;
  106658. /**
  106659. * Hides the ray we are debugging.
  106660. */
  106661. hide(): void;
  106662. private _render;
  106663. /**
  106664. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106665. * @param mesh Defines the mesh we want the helper attached to
  106666. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106667. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106668. * @param length Defines the length of the ray
  106669. */
  106670. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106671. /**
  106672. * Detach the ray helper from the mesh it has previously been attached to.
  106673. */
  106674. detachFromMesh(): void;
  106675. private _updateToMesh;
  106676. /**
  106677. * Dispose the helper and release its associated resources.
  106678. */
  106679. dispose(): void;
  106680. }
  106681. }
  106682. declare module BABYLON.Debug {
  106683. /**
  106684. * Class used to render a debug view of a given skeleton
  106685. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106686. */
  106687. export class SkeletonViewer {
  106688. /** defines the skeleton to render */
  106689. skeleton: Skeleton;
  106690. /** defines the mesh attached to the skeleton */
  106691. mesh: AbstractMesh;
  106692. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106693. autoUpdateBonesMatrices: boolean;
  106694. /** defines the rendering group id to use with the viewer */
  106695. renderingGroupId: number;
  106696. /** Gets or sets the color used to render the skeleton */
  106697. color: Color3;
  106698. private _scene;
  106699. private _debugLines;
  106700. private _debugMesh;
  106701. private _isEnabled;
  106702. private _renderFunction;
  106703. private _utilityLayer;
  106704. /**
  106705. * Returns the mesh used to render the bones
  106706. */
  106707. readonly debugMesh: Nullable<LinesMesh>;
  106708. /**
  106709. * Creates a new SkeletonViewer
  106710. * @param skeleton defines the skeleton to render
  106711. * @param mesh defines the mesh attached to the skeleton
  106712. * @param scene defines the hosting scene
  106713. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106714. * @param renderingGroupId defines the rendering group id to use with the viewer
  106715. */
  106716. constructor(
  106717. /** defines the skeleton to render */
  106718. skeleton: Skeleton,
  106719. /** defines the mesh attached to the skeleton */
  106720. mesh: AbstractMesh, scene: Scene,
  106721. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106722. autoUpdateBonesMatrices?: boolean,
  106723. /** defines the rendering group id to use with the viewer */
  106724. renderingGroupId?: number);
  106725. /** Gets or sets a boolean indicating if the viewer is enabled */
  106726. isEnabled: boolean;
  106727. private _getBonePosition;
  106728. private _getLinesForBonesWithLength;
  106729. private _getLinesForBonesNoLength;
  106730. /** Update the viewer to sync with current skeleton state */
  106731. update(): void;
  106732. /** Release associated resources */
  106733. dispose(): void;
  106734. }
  106735. }
  106736. declare module BABYLON {
  106737. /**
  106738. * Options to create the null engine
  106739. */
  106740. export class NullEngineOptions {
  106741. /**
  106742. * Render width (Default: 512)
  106743. */
  106744. renderWidth: number;
  106745. /**
  106746. * Render height (Default: 256)
  106747. */
  106748. renderHeight: number;
  106749. /**
  106750. * Texture size (Default: 512)
  106751. */
  106752. textureSize: number;
  106753. /**
  106754. * If delta time between frames should be constant
  106755. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106756. */
  106757. deterministicLockstep: boolean;
  106758. /**
  106759. * Maximum about of steps between frames (Default: 4)
  106760. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106761. */
  106762. lockstepMaxSteps: number;
  106763. }
  106764. /**
  106765. * The null engine class provides support for headless version of babylon.js.
  106766. * This can be used in server side scenario or for testing purposes
  106767. */
  106768. export class NullEngine extends Engine {
  106769. private _options;
  106770. /**
  106771. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106772. */
  106773. isDeterministicLockStep(): boolean;
  106774. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106775. getLockstepMaxSteps(): number;
  106776. /**
  106777. * Sets hardware scaling, used to save performance if needed
  106778. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106779. */
  106780. getHardwareScalingLevel(): number;
  106781. constructor(options?: NullEngineOptions);
  106782. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106783. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106784. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106785. getRenderWidth(useScreen?: boolean): number;
  106786. getRenderHeight(useScreen?: boolean): number;
  106787. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106788. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106789. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106790. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106791. bindSamplers(effect: Effect): void;
  106792. enableEffect(effect: Effect): void;
  106793. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106794. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106795. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106796. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106797. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106798. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106799. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106800. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106801. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106802. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106803. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106804. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106805. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106806. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106807. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106808. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106809. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106810. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106811. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106812. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106813. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106814. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106815. bindBuffers(vertexBuffers: {
  106816. [key: string]: VertexBuffer;
  106817. }, indexBuffer: DataBuffer, effect: Effect): void;
  106818. wipeCaches(bruteForce?: boolean): void;
  106819. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106820. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106821. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106822. /** @hidden */
  106823. _createTexture(): WebGLTexture;
  106824. /** @hidden */
  106825. _releaseTexture(texture: InternalTexture): void;
  106826. 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;
  106827. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106828. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106829. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106830. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106831. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106832. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106833. areAllEffectsReady(): boolean;
  106834. /**
  106835. * @hidden
  106836. * Get the current error code of the webGL context
  106837. * @returns the error code
  106838. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106839. */
  106840. getError(): number;
  106841. /** @hidden */
  106842. _getUnpackAlignement(): number;
  106843. /** @hidden */
  106844. _unpackFlipY(value: boolean): void;
  106845. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106846. /**
  106847. * Updates a dynamic vertex buffer.
  106848. * @param vertexBuffer the vertex buffer to update
  106849. * @param data the data used to update the vertex buffer
  106850. * @param byteOffset the byte offset of the data (optional)
  106851. * @param byteLength the byte length of the data (optional)
  106852. */
  106853. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106854. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106855. /** @hidden */
  106856. _bindTexture(channel: number, texture: InternalTexture): void;
  106857. /** @hidden */
  106858. _releaseBuffer(buffer: DataBuffer): boolean;
  106859. releaseEffects(): void;
  106860. displayLoadingUI(): void;
  106861. hideLoadingUI(): void;
  106862. /** @hidden */
  106863. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106864. /** @hidden */
  106865. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106866. /** @hidden */
  106867. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106868. /** @hidden */
  106869. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  106870. }
  106871. }
  106872. declare module BABYLON {
  106873. /** @hidden */
  106874. export class _OcclusionDataStorage {
  106875. /** @hidden */
  106876. occlusionInternalRetryCounter: number;
  106877. /** @hidden */
  106878. isOcclusionQueryInProgress: boolean;
  106879. /** @hidden */
  106880. isOccluded: boolean;
  106881. /** @hidden */
  106882. occlusionRetryCount: number;
  106883. /** @hidden */
  106884. occlusionType: number;
  106885. /** @hidden */
  106886. occlusionQueryAlgorithmType: number;
  106887. }
  106888. interface Engine {
  106889. /**
  106890. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  106891. * @return the new query
  106892. */
  106893. createQuery(): WebGLQuery;
  106894. /**
  106895. * Delete and release a webGL query
  106896. * @param query defines the query to delete
  106897. * @return the current engine
  106898. */
  106899. deleteQuery(query: WebGLQuery): Engine;
  106900. /**
  106901. * Check if a given query has resolved and got its value
  106902. * @param query defines the query to check
  106903. * @returns true if the query got its value
  106904. */
  106905. isQueryResultAvailable(query: WebGLQuery): boolean;
  106906. /**
  106907. * Gets the value of a given query
  106908. * @param query defines the query to check
  106909. * @returns the value of the query
  106910. */
  106911. getQueryResult(query: WebGLQuery): number;
  106912. /**
  106913. * Initiates an occlusion query
  106914. * @param algorithmType defines the algorithm to use
  106915. * @param query defines the query to use
  106916. * @returns the current engine
  106917. * @see http://doc.babylonjs.com/features/occlusionquery
  106918. */
  106919. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  106920. /**
  106921. * Ends an occlusion query
  106922. * @see http://doc.babylonjs.com/features/occlusionquery
  106923. * @param algorithmType defines the algorithm to use
  106924. * @returns the current engine
  106925. */
  106926. endOcclusionQuery(algorithmType: number): Engine;
  106927. /**
  106928. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  106929. * Please note that only one query can be issued at a time
  106930. * @returns a time token used to track the time span
  106931. */
  106932. startTimeQuery(): Nullable<_TimeToken>;
  106933. /**
  106934. * Ends a time query
  106935. * @param token defines the token used to measure the time span
  106936. * @returns the time spent (in ns)
  106937. */
  106938. endTimeQuery(token: _TimeToken): int;
  106939. /** @hidden */
  106940. _currentNonTimestampToken: Nullable<_TimeToken>;
  106941. /** @hidden */
  106942. _createTimeQuery(): WebGLQuery;
  106943. /** @hidden */
  106944. _deleteTimeQuery(query: WebGLQuery): void;
  106945. /** @hidden */
  106946. _getGlAlgorithmType(algorithmType: number): number;
  106947. /** @hidden */
  106948. _getTimeQueryResult(query: WebGLQuery): any;
  106949. /** @hidden */
  106950. _getTimeQueryAvailability(query: WebGLQuery): any;
  106951. }
  106952. interface AbstractMesh {
  106953. /**
  106954. * Backing filed
  106955. * @hidden
  106956. */
  106957. __occlusionDataStorage: _OcclusionDataStorage;
  106958. /**
  106959. * Access property
  106960. * @hidden
  106961. */
  106962. _occlusionDataStorage: _OcclusionDataStorage;
  106963. /**
  106964. * 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.
  106965. * The default value is -1 which means don't break the query and wait till the result
  106966. * @see http://doc.babylonjs.com/features/occlusionquery
  106967. */
  106968. occlusionRetryCount: number;
  106969. /**
  106970. * 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:
  106971. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  106972. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  106973. * * 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.
  106974. * @see http://doc.babylonjs.com/features/occlusionquery
  106975. */
  106976. occlusionType: number;
  106977. /**
  106978. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  106979. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  106980. * * 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.
  106981. * @see http://doc.babylonjs.com/features/occlusionquery
  106982. */
  106983. occlusionQueryAlgorithmType: number;
  106984. /**
  106985. * 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
  106986. * @see http://doc.babylonjs.com/features/occlusionquery
  106987. */
  106988. isOccluded: boolean;
  106989. /**
  106990. * Flag to check the progress status of the query
  106991. * @see http://doc.babylonjs.com/features/occlusionquery
  106992. */
  106993. isOcclusionQueryInProgress: boolean;
  106994. }
  106995. }
  106996. declare module BABYLON {
  106997. /** @hidden */
  106998. export var _forceTransformFeedbackToBundle: boolean;
  106999. interface Engine {
  107000. /**
  107001. * Creates a webGL transform feedback object
  107002. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107003. * @returns the webGL transform feedback object
  107004. */
  107005. createTransformFeedback(): WebGLTransformFeedback;
  107006. /**
  107007. * Delete a webGL transform feedback object
  107008. * @param value defines the webGL transform feedback object to delete
  107009. */
  107010. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107011. /**
  107012. * Bind a webGL transform feedback object to the webgl context
  107013. * @param value defines the webGL transform feedback object to bind
  107014. */
  107015. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107016. /**
  107017. * Begins a transform feedback operation
  107018. * @param usePoints defines if points or triangles must be used
  107019. */
  107020. beginTransformFeedback(usePoints: boolean): void;
  107021. /**
  107022. * Ends a transform feedback operation
  107023. */
  107024. endTransformFeedback(): void;
  107025. /**
  107026. * Specify the varyings to use with transform feedback
  107027. * @param program defines the associated webGL program
  107028. * @param value defines the list of strings representing the varying names
  107029. */
  107030. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107031. /**
  107032. * Bind a webGL buffer for a transform feedback operation
  107033. * @param value defines the webGL buffer to bind
  107034. */
  107035. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107036. }
  107037. }
  107038. declare module BABYLON {
  107039. /**
  107040. * Creation options of the multi render target texture.
  107041. */
  107042. export interface IMultiRenderTargetOptions {
  107043. /**
  107044. * Define if the texture needs to create mip maps after render.
  107045. */
  107046. generateMipMaps?: boolean;
  107047. /**
  107048. * Define the types of all the draw buffers we want to create
  107049. */
  107050. types?: number[];
  107051. /**
  107052. * Define the sampling modes of all the draw buffers we want to create
  107053. */
  107054. samplingModes?: number[];
  107055. /**
  107056. * Define if a depth buffer is required
  107057. */
  107058. generateDepthBuffer?: boolean;
  107059. /**
  107060. * Define if a stencil buffer is required
  107061. */
  107062. generateStencilBuffer?: boolean;
  107063. /**
  107064. * Define if a depth texture is required instead of a depth buffer
  107065. */
  107066. generateDepthTexture?: boolean;
  107067. /**
  107068. * Define the number of desired draw buffers
  107069. */
  107070. textureCount?: number;
  107071. /**
  107072. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107073. */
  107074. doNotChangeAspectRatio?: boolean;
  107075. /**
  107076. * Define the default type of the buffers we are creating
  107077. */
  107078. defaultType?: number;
  107079. }
  107080. /**
  107081. * A multi render target, like a render target provides the ability to render to a texture.
  107082. * Unlike the render target, it can render to several draw buffers in one draw.
  107083. * This is specially interesting in deferred rendering or for any effects requiring more than
  107084. * just one color from a single pass.
  107085. */
  107086. export class MultiRenderTarget extends RenderTargetTexture {
  107087. private _internalTextures;
  107088. private _textures;
  107089. private _multiRenderTargetOptions;
  107090. /**
  107091. * Get if draw buffers are currently supported by the used hardware and browser.
  107092. */
  107093. readonly isSupported: boolean;
  107094. /**
  107095. * Get the list of textures generated by the multi render target.
  107096. */
  107097. readonly textures: Texture[];
  107098. /**
  107099. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  107100. */
  107101. readonly depthTexture: Texture;
  107102. /**
  107103. * Set the wrapping mode on U of all the textures we are rendering to.
  107104. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107105. */
  107106. wrapU: number;
  107107. /**
  107108. * Set the wrapping mode on V of all the textures we are rendering to.
  107109. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107110. */
  107111. wrapV: number;
  107112. /**
  107113. * Instantiate a new multi render target texture.
  107114. * A multi render target, like a render target provides the ability to render to a texture.
  107115. * Unlike the render target, it can render to several draw buffers in one draw.
  107116. * This is specially interesting in deferred rendering or for any effects requiring more than
  107117. * just one color from a single pass.
  107118. * @param name Define the name of the texture
  107119. * @param size Define the size of the buffers to render to
  107120. * @param count Define the number of target we are rendering into
  107121. * @param scene Define the scene the texture belongs to
  107122. * @param options Define the options used to create the multi render target
  107123. */
  107124. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  107125. /** @hidden */
  107126. _rebuild(): void;
  107127. private _createInternalTextures;
  107128. private _createTextures;
  107129. /**
  107130. * Define the number of samples used if MSAA is enabled.
  107131. */
  107132. samples: number;
  107133. /**
  107134. * Resize all the textures in the multi render target.
  107135. * Be carrefull as it will recreate all the data in the new texture.
  107136. * @param size Define the new size
  107137. */
  107138. resize(size: any): void;
  107139. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  107140. /**
  107141. * Dispose the render targets and their associated resources
  107142. */
  107143. dispose(): void;
  107144. /**
  107145. * Release all the underlying texture used as draw buffers.
  107146. */
  107147. releaseInternalTextures(): void;
  107148. }
  107149. }
  107150. declare module BABYLON {
  107151. interface Engine {
  107152. /**
  107153. * Unbind a list of render target textures from the webGL context
  107154. * This is used only when drawBuffer extension or webGL2 are active
  107155. * @param textures defines the render target textures to unbind
  107156. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  107157. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  107158. */
  107159. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107160. /**
  107161. * Create a multi render target texture
  107162. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107163. * @param size defines the size of the texture
  107164. * @param options defines the creation options
  107165. * @returns the cube texture as an InternalTexture
  107166. */
  107167. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107168. /**
  107169. * Update the sample count for a given multiple render target texture
  107170. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107171. * @param textures defines the textures to update
  107172. * @param samples defines the sample count to set
  107173. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107174. */
  107175. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107176. }
  107177. }
  107178. declare module BABYLON {
  107179. /**
  107180. * Gather the list of clipboard event types as constants.
  107181. */
  107182. export class ClipboardEventTypes {
  107183. /**
  107184. * The clipboard event is fired when a copy command is active (pressed).
  107185. */
  107186. static readonly COPY: number;
  107187. /**
  107188. * The clipboard event is fired when a cut command is active (pressed).
  107189. */
  107190. static readonly CUT: number;
  107191. /**
  107192. * The clipboard event is fired when a paste command is active (pressed).
  107193. */
  107194. static readonly PASTE: number;
  107195. }
  107196. /**
  107197. * This class is used to store clipboard related info for the onClipboardObservable event.
  107198. */
  107199. export class ClipboardInfo {
  107200. /**
  107201. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107202. */
  107203. type: number;
  107204. /**
  107205. * Defines the related dom event
  107206. */
  107207. event: ClipboardEvent;
  107208. /**
  107209. *Creates an instance of ClipboardInfo.
  107210. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107211. * @param event Defines the related dom event
  107212. */
  107213. constructor(
  107214. /**
  107215. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107216. */
  107217. type: number,
  107218. /**
  107219. * Defines the related dom event
  107220. */
  107221. event: ClipboardEvent);
  107222. /**
  107223. * Get the clipboard event's type from the keycode.
  107224. * @param keyCode Defines the keyCode for the current keyboard event.
  107225. * @return {number}
  107226. */
  107227. static GetTypeFromCharacter(keyCode: number): number;
  107228. }
  107229. }
  107230. declare module BABYLON {
  107231. /**
  107232. * Google Daydream controller
  107233. */
  107234. export class DaydreamController extends WebVRController {
  107235. /**
  107236. * Base Url for the controller model.
  107237. */
  107238. static MODEL_BASE_URL: string;
  107239. /**
  107240. * File name for the controller model.
  107241. */
  107242. static MODEL_FILENAME: string;
  107243. /**
  107244. * Gamepad Id prefix used to identify Daydream Controller.
  107245. */
  107246. static readonly GAMEPAD_ID_PREFIX: string;
  107247. /**
  107248. * Creates a new DaydreamController from a gamepad
  107249. * @param vrGamepad the gamepad that the controller should be created from
  107250. */
  107251. constructor(vrGamepad: any);
  107252. /**
  107253. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107254. * @param scene scene in which to add meshes
  107255. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107256. */
  107257. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107258. /**
  107259. * Called once for each button that changed state since the last frame
  107260. * @param buttonIdx Which button index changed
  107261. * @param state New state of the button
  107262. * @param changes Which properties on the state changed since last frame
  107263. */
  107264. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107265. }
  107266. }
  107267. declare module BABYLON {
  107268. /**
  107269. * Gear VR Controller
  107270. */
  107271. export class GearVRController extends WebVRController {
  107272. /**
  107273. * Base Url for the controller model.
  107274. */
  107275. static MODEL_BASE_URL: string;
  107276. /**
  107277. * File name for the controller model.
  107278. */
  107279. static MODEL_FILENAME: string;
  107280. /**
  107281. * Gamepad Id prefix used to identify this controller.
  107282. */
  107283. static readonly GAMEPAD_ID_PREFIX: string;
  107284. private readonly _buttonIndexToObservableNameMap;
  107285. /**
  107286. * Creates a new GearVRController from a gamepad
  107287. * @param vrGamepad the gamepad that the controller should be created from
  107288. */
  107289. constructor(vrGamepad: any);
  107290. /**
  107291. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107292. * @param scene scene in which to add meshes
  107293. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107294. */
  107295. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107296. /**
  107297. * Called once for each button that changed state since the last frame
  107298. * @param buttonIdx Which button index changed
  107299. * @param state New state of the button
  107300. * @param changes Which properties on the state changed since last frame
  107301. */
  107302. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107303. }
  107304. }
  107305. declare module BABYLON {
  107306. /**
  107307. * Class containing static functions to help procedurally build meshes
  107308. */
  107309. export class PolyhedronBuilder {
  107310. /**
  107311. * Creates a polyhedron mesh
  107312. * * 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
  107313. * * The parameter `size` (positive float, default 1) sets the polygon size
  107314. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107315. * * 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`
  107316. * * 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
  107317. * * 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)`)
  107318. * * 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
  107319. * * 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
  107320. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107321. * * 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
  107322. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107323. * @param name defines the name of the mesh
  107324. * @param options defines the options used to create the mesh
  107325. * @param scene defines the hosting scene
  107326. * @returns the polyhedron mesh
  107327. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107328. */
  107329. static CreatePolyhedron(name: string, options: {
  107330. type?: number;
  107331. size?: number;
  107332. sizeX?: number;
  107333. sizeY?: number;
  107334. sizeZ?: number;
  107335. custom?: any;
  107336. faceUV?: Vector4[];
  107337. faceColors?: Color4[];
  107338. flat?: boolean;
  107339. updatable?: boolean;
  107340. sideOrientation?: number;
  107341. frontUVs?: Vector4;
  107342. backUVs?: Vector4;
  107343. }, scene?: Nullable<Scene>): Mesh;
  107344. }
  107345. }
  107346. declare module BABYLON {
  107347. /**
  107348. * Gizmo that enables scaling a mesh along 3 axis
  107349. */
  107350. export class ScaleGizmo extends Gizmo {
  107351. /**
  107352. * Internal gizmo used for interactions on the x axis
  107353. */
  107354. xGizmo: AxisScaleGizmo;
  107355. /**
  107356. * Internal gizmo used for interactions on the y axis
  107357. */
  107358. yGizmo: AxisScaleGizmo;
  107359. /**
  107360. * Internal gizmo used for interactions on the z axis
  107361. */
  107362. zGizmo: AxisScaleGizmo;
  107363. /**
  107364. * Internal gizmo used to scale all axis equally
  107365. */
  107366. uniformScaleGizmo: AxisScaleGizmo;
  107367. private _meshAttached;
  107368. private _updateGizmoRotationToMatchAttachedMesh;
  107369. private _snapDistance;
  107370. private _scaleRatio;
  107371. private _uniformScalingMesh;
  107372. private _octahedron;
  107373. /** Fires an event when any of it's sub gizmos are dragged */
  107374. onDragStartObservable: Observable<unknown>;
  107375. /** Fires an event when any of it's sub gizmos are released from dragging */
  107376. onDragEndObservable: Observable<unknown>;
  107377. attachedMesh: Nullable<AbstractMesh>;
  107378. /**
  107379. * Creates a ScaleGizmo
  107380. * @param gizmoLayer The utility layer the gizmo will be added to
  107381. */
  107382. constructor(gizmoLayer?: UtilityLayerRenderer);
  107383. updateGizmoRotationToMatchAttachedMesh: boolean;
  107384. /**
  107385. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107386. */
  107387. snapDistance: number;
  107388. /**
  107389. * Ratio for the scale of the gizmo (Default: 1)
  107390. */
  107391. scaleRatio: number;
  107392. /**
  107393. * Disposes of the gizmo
  107394. */
  107395. dispose(): void;
  107396. }
  107397. }
  107398. declare module BABYLON {
  107399. /**
  107400. * Single axis scale gizmo
  107401. */
  107402. export class AxisScaleGizmo extends Gizmo {
  107403. /**
  107404. * Drag behavior responsible for the gizmos dragging interactions
  107405. */
  107406. dragBehavior: PointerDragBehavior;
  107407. private _pointerObserver;
  107408. /**
  107409. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107410. */
  107411. snapDistance: number;
  107412. /**
  107413. * Event that fires each time the gizmo snaps to a new location.
  107414. * * snapDistance is the the change in distance
  107415. */
  107416. onSnapObservable: Observable<{
  107417. snapDistance: number;
  107418. }>;
  107419. /**
  107420. * If the scaling operation should be done on all axis (default: false)
  107421. */
  107422. uniformScaling: boolean;
  107423. private _isEnabled;
  107424. private _parent;
  107425. private _arrow;
  107426. private _coloredMaterial;
  107427. private _hoverMaterial;
  107428. /**
  107429. * Creates an AxisScaleGizmo
  107430. * @param gizmoLayer The utility layer the gizmo will be added to
  107431. * @param dragAxis The axis which the gizmo will be able to scale on
  107432. * @param color The color of the gizmo
  107433. */
  107434. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107435. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107436. /**
  107437. * If the gizmo is enabled
  107438. */
  107439. isEnabled: boolean;
  107440. /**
  107441. * Disposes of the gizmo
  107442. */
  107443. dispose(): void;
  107444. /**
  107445. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107446. * @param mesh The mesh to replace the default mesh of the gizmo
  107447. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107448. */
  107449. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107450. }
  107451. }
  107452. declare module BABYLON {
  107453. /**
  107454. * Bounding box gizmo
  107455. */
  107456. export class BoundingBoxGizmo extends Gizmo {
  107457. private _lineBoundingBox;
  107458. private _rotateSpheresParent;
  107459. private _scaleBoxesParent;
  107460. private _boundingDimensions;
  107461. private _renderObserver;
  107462. private _pointerObserver;
  107463. private _scaleDragSpeed;
  107464. private _tmpQuaternion;
  107465. private _tmpVector;
  107466. private _tmpRotationMatrix;
  107467. /**
  107468. * 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)
  107469. */
  107470. ignoreChildren: boolean;
  107471. /**
  107472. * 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)
  107473. */
  107474. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107475. /**
  107476. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107477. */
  107478. rotationSphereSize: number;
  107479. /**
  107480. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107481. */
  107482. scaleBoxSize: number;
  107483. /**
  107484. * 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)
  107485. */
  107486. fixedDragMeshScreenSize: boolean;
  107487. /**
  107488. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107489. */
  107490. fixedDragMeshScreenSizeDistanceFactor: number;
  107491. /**
  107492. * Fired when a rotation sphere or scale box is dragged
  107493. */
  107494. onDragStartObservable: Observable<{}>;
  107495. /**
  107496. * Fired when a scale box is dragged
  107497. */
  107498. onScaleBoxDragObservable: Observable<{}>;
  107499. /**
  107500. * Fired when a scale box drag is ended
  107501. */
  107502. onScaleBoxDragEndObservable: Observable<{}>;
  107503. /**
  107504. * Fired when a rotation sphere is dragged
  107505. */
  107506. onRotationSphereDragObservable: Observable<{}>;
  107507. /**
  107508. * Fired when a rotation sphere drag is ended
  107509. */
  107510. onRotationSphereDragEndObservable: Observable<{}>;
  107511. /**
  107512. * 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)
  107513. */
  107514. scalePivot: Nullable<Vector3>;
  107515. /**
  107516. * Mesh used as a pivot to rotate the attached mesh
  107517. */
  107518. private _anchorMesh;
  107519. private _existingMeshScale;
  107520. private _dragMesh;
  107521. private pointerDragBehavior;
  107522. private coloredMaterial;
  107523. private hoverColoredMaterial;
  107524. /**
  107525. * Sets the color of the bounding box gizmo
  107526. * @param color the color to set
  107527. */
  107528. setColor(color: Color3): void;
  107529. /**
  107530. * Creates an BoundingBoxGizmo
  107531. * @param gizmoLayer The utility layer the gizmo will be added to
  107532. * @param color The color of the gizmo
  107533. */
  107534. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107535. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107536. private _selectNode;
  107537. /**
  107538. * Updates the bounding box information for the Gizmo
  107539. */
  107540. updateBoundingBox(): void;
  107541. private _updateRotationSpheres;
  107542. private _updateScaleBoxes;
  107543. /**
  107544. * Enables rotation on the specified axis and disables rotation on the others
  107545. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107546. */
  107547. setEnabledRotationAxis(axis: string): void;
  107548. /**
  107549. * Enables/disables scaling
  107550. * @param enable if scaling should be enabled
  107551. */
  107552. setEnabledScaling(enable: boolean): void;
  107553. private _updateDummy;
  107554. /**
  107555. * Enables a pointer drag behavior on the bounding box of the gizmo
  107556. */
  107557. enableDragBehavior(): void;
  107558. /**
  107559. * Disposes of the gizmo
  107560. */
  107561. dispose(): void;
  107562. /**
  107563. * 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)
  107564. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107565. * @returns the bounding box mesh with the passed in mesh as a child
  107566. */
  107567. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107568. /**
  107569. * CustomMeshes are not supported by this gizmo
  107570. * @param mesh The mesh to replace the default mesh of the gizmo
  107571. */
  107572. setCustomMesh(mesh: Mesh): void;
  107573. }
  107574. }
  107575. declare module BABYLON {
  107576. /**
  107577. * Single plane rotation gizmo
  107578. */
  107579. export class PlaneRotationGizmo extends Gizmo {
  107580. /**
  107581. * Drag behavior responsible for the gizmos dragging interactions
  107582. */
  107583. dragBehavior: PointerDragBehavior;
  107584. private _pointerObserver;
  107585. /**
  107586. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107587. */
  107588. snapDistance: number;
  107589. /**
  107590. * Event that fires each time the gizmo snaps to a new location.
  107591. * * snapDistance is the the change in distance
  107592. */
  107593. onSnapObservable: Observable<{
  107594. snapDistance: number;
  107595. }>;
  107596. private _isEnabled;
  107597. private _parent;
  107598. /**
  107599. * Creates a PlaneRotationGizmo
  107600. * @param gizmoLayer The utility layer the gizmo will be added to
  107601. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107602. * @param color The color of the gizmo
  107603. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107604. */
  107605. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107606. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107607. /**
  107608. * If the gizmo is enabled
  107609. */
  107610. isEnabled: boolean;
  107611. /**
  107612. * Disposes of the gizmo
  107613. */
  107614. dispose(): void;
  107615. }
  107616. }
  107617. declare module BABYLON {
  107618. /**
  107619. * Gizmo that enables rotating a mesh along 3 axis
  107620. */
  107621. export class RotationGizmo extends Gizmo {
  107622. /**
  107623. * Internal gizmo used for interactions on the x axis
  107624. */
  107625. xGizmo: PlaneRotationGizmo;
  107626. /**
  107627. * Internal gizmo used for interactions on the y axis
  107628. */
  107629. yGizmo: PlaneRotationGizmo;
  107630. /**
  107631. * Internal gizmo used for interactions on the z axis
  107632. */
  107633. zGizmo: PlaneRotationGizmo;
  107634. /** Fires an event when any of it's sub gizmos are dragged */
  107635. onDragStartObservable: Observable<unknown>;
  107636. /** Fires an event when any of it's sub gizmos are released from dragging */
  107637. onDragEndObservable: Observable<unknown>;
  107638. private _meshAttached;
  107639. attachedMesh: Nullable<AbstractMesh>;
  107640. /**
  107641. * Creates a RotationGizmo
  107642. * @param gizmoLayer The utility layer the gizmo will be added to
  107643. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107644. */
  107645. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107646. updateGizmoRotationToMatchAttachedMesh: boolean;
  107647. /**
  107648. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107649. */
  107650. snapDistance: number;
  107651. /**
  107652. * Ratio for the scale of the gizmo (Default: 1)
  107653. */
  107654. scaleRatio: number;
  107655. /**
  107656. * Disposes of the gizmo
  107657. */
  107658. dispose(): void;
  107659. /**
  107660. * CustomMeshes are not supported by this gizmo
  107661. * @param mesh The mesh to replace the default mesh of the gizmo
  107662. */
  107663. setCustomMesh(mesh: Mesh): void;
  107664. }
  107665. }
  107666. declare module BABYLON {
  107667. /**
  107668. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107669. */
  107670. export class GizmoManager implements IDisposable {
  107671. private scene;
  107672. /**
  107673. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107674. */
  107675. gizmos: {
  107676. positionGizmo: Nullable<PositionGizmo>;
  107677. rotationGizmo: Nullable<RotationGizmo>;
  107678. scaleGizmo: Nullable<ScaleGizmo>;
  107679. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107680. };
  107681. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107682. clearGizmoOnEmptyPointerEvent: boolean;
  107683. /** Fires an event when the manager is attached to a mesh */
  107684. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107685. private _gizmosEnabled;
  107686. private _pointerObserver;
  107687. private _attachedMesh;
  107688. private _boundingBoxColor;
  107689. private _defaultUtilityLayer;
  107690. private _defaultKeepDepthUtilityLayer;
  107691. /**
  107692. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107693. */
  107694. boundingBoxDragBehavior: SixDofDragBehavior;
  107695. /**
  107696. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107697. */
  107698. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107699. /**
  107700. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107701. */
  107702. usePointerToAttachGizmos: boolean;
  107703. /**
  107704. * Utility layer that the bounding box gizmo belongs to
  107705. */
  107706. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107707. /**
  107708. * Utility layer that all gizmos besides bounding box belong to
  107709. */
  107710. readonly utilityLayer: UtilityLayerRenderer;
  107711. /**
  107712. * Instatiates a gizmo manager
  107713. * @param scene the scene to overlay the gizmos on top of
  107714. */
  107715. constructor(scene: Scene);
  107716. /**
  107717. * Attaches a set of gizmos to the specified mesh
  107718. * @param mesh The mesh the gizmo's should be attached to
  107719. */
  107720. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107721. /**
  107722. * If the position gizmo is enabled
  107723. */
  107724. positionGizmoEnabled: boolean;
  107725. /**
  107726. * If the rotation gizmo is enabled
  107727. */
  107728. rotationGizmoEnabled: boolean;
  107729. /**
  107730. * If the scale gizmo is enabled
  107731. */
  107732. scaleGizmoEnabled: boolean;
  107733. /**
  107734. * If the boundingBox gizmo is enabled
  107735. */
  107736. boundingBoxGizmoEnabled: boolean;
  107737. /**
  107738. * Disposes of the gizmo manager
  107739. */
  107740. dispose(): void;
  107741. }
  107742. }
  107743. declare module BABYLON {
  107744. /**
  107745. * A directional light is defined by a direction (what a surprise!).
  107746. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107747. * 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.
  107748. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107749. */
  107750. export class DirectionalLight extends ShadowLight {
  107751. private _shadowFrustumSize;
  107752. /**
  107753. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107754. */
  107755. /**
  107756. * Specifies a fix frustum size for the shadow generation.
  107757. */
  107758. shadowFrustumSize: number;
  107759. private _shadowOrthoScale;
  107760. /**
  107761. * Gets the shadow projection scale against the optimal computed one.
  107762. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107763. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107764. */
  107765. /**
  107766. * Sets the shadow projection scale against the optimal computed one.
  107767. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107768. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107769. */
  107770. shadowOrthoScale: number;
  107771. /**
  107772. * Automatically compute the projection matrix to best fit (including all the casters)
  107773. * on each frame.
  107774. */
  107775. autoUpdateExtends: boolean;
  107776. private _orthoLeft;
  107777. private _orthoRight;
  107778. private _orthoTop;
  107779. private _orthoBottom;
  107780. /**
  107781. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107782. * The directional light is emitted from everywhere in the given direction.
  107783. * It can cast shadows.
  107784. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107785. * @param name The friendly name of the light
  107786. * @param direction The direction of the light
  107787. * @param scene The scene the light belongs to
  107788. */
  107789. constructor(name: string, direction: Vector3, scene: Scene);
  107790. /**
  107791. * Returns the string "DirectionalLight".
  107792. * @return The class name
  107793. */
  107794. getClassName(): string;
  107795. /**
  107796. * Returns the integer 1.
  107797. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107798. */
  107799. getTypeID(): number;
  107800. /**
  107801. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107802. * Returns the DirectionalLight Shadow projection matrix.
  107803. */
  107804. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107805. /**
  107806. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107807. * Returns the DirectionalLight Shadow projection matrix.
  107808. */
  107809. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107810. /**
  107811. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107812. * Returns the DirectionalLight Shadow projection matrix.
  107813. */
  107814. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107815. protected _buildUniformLayout(): void;
  107816. /**
  107817. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107818. * @param effect The effect to update
  107819. * @param lightIndex The index of the light in the effect to update
  107820. * @returns The directional light
  107821. */
  107822. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107823. /**
  107824. * Gets the minZ used for shadow according to both the scene and the light.
  107825. *
  107826. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107827. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107828. * @param activeCamera The camera we are returning the min for
  107829. * @returns the depth min z
  107830. */
  107831. getDepthMinZ(activeCamera: Camera): number;
  107832. /**
  107833. * Gets the maxZ used for shadow according to both the scene and the light.
  107834. *
  107835. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107836. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107837. * @param activeCamera The camera we are returning the max for
  107838. * @returns the depth max z
  107839. */
  107840. getDepthMaxZ(activeCamera: Camera): number;
  107841. /**
  107842. * Prepares the list of defines specific to the light type.
  107843. * @param defines the list of defines
  107844. * @param lightIndex defines the index of the light for the effect
  107845. */
  107846. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107847. }
  107848. }
  107849. declare module BABYLON {
  107850. /**
  107851. * Class containing static functions to help procedurally build meshes
  107852. */
  107853. export class HemisphereBuilder {
  107854. /**
  107855. * Creates a hemisphere mesh
  107856. * @param name defines the name of the mesh
  107857. * @param options defines the options used to create the mesh
  107858. * @param scene defines the hosting scene
  107859. * @returns the hemisphere mesh
  107860. */
  107861. static CreateHemisphere(name: string, options: {
  107862. segments?: number;
  107863. diameter?: number;
  107864. sideOrientation?: number;
  107865. }, scene: any): Mesh;
  107866. }
  107867. }
  107868. declare module BABYLON {
  107869. /**
  107870. * A spot light is defined by a position, a direction, an angle, and an exponent.
  107871. * These values define a cone of light starting from the position, emitting toward the direction.
  107872. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  107873. * and the exponent defines the speed of the decay of the light with distance (reach).
  107874. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107875. */
  107876. export class SpotLight extends ShadowLight {
  107877. private _angle;
  107878. private _innerAngle;
  107879. private _cosHalfAngle;
  107880. private _lightAngleScale;
  107881. private _lightAngleOffset;
  107882. /**
  107883. * Gets the cone angle of the spot light in Radians.
  107884. */
  107885. /**
  107886. * Sets the cone angle of the spot light in Radians.
  107887. */
  107888. angle: number;
  107889. /**
  107890. * Only used in gltf falloff mode, this defines the angle where
  107891. * the directional falloff will start before cutting at angle which could be seen
  107892. * as outer angle.
  107893. */
  107894. /**
  107895. * Only used in gltf falloff mode, this defines the angle where
  107896. * the directional falloff will start before cutting at angle which could be seen
  107897. * as outer angle.
  107898. */
  107899. innerAngle: number;
  107900. private _shadowAngleScale;
  107901. /**
  107902. * Allows scaling the angle of the light for shadow generation only.
  107903. */
  107904. /**
  107905. * Allows scaling the angle of the light for shadow generation only.
  107906. */
  107907. shadowAngleScale: number;
  107908. /**
  107909. * The light decay speed with the distance from the emission spot.
  107910. */
  107911. exponent: number;
  107912. private _projectionTextureMatrix;
  107913. /**
  107914. * Allows reading the projecton texture
  107915. */
  107916. readonly projectionTextureMatrix: Matrix;
  107917. protected _projectionTextureLightNear: number;
  107918. /**
  107919. * Gets the near clip of the Spotlight for texture projection.
  107920. */
  107921. /**
  107922. * Sets the near clip of the Spotlight for texture projection.
  107923. */
  107924. projectionTextureLightNear: number;
  107925. protected _projectionTextureLightFar: number;
  107926. /**
  107927. * Gets the far clip of the Spotlight for texture projection.
  107928. */
  107929. /**
  107930. * Sets the far clip of the Spotlight for texture projection.
  107931. */
  107932. projectionTextureLightFar: number;
  107933. protected _projectionTextureUpDirection: Vector3;
  107934. /**
  107935. * Gets the Up vector of the Spotlight for texture projection.
  107936. */
  107937. /**
  107938. * Sets the Up vector of the Spotlight for texture projection.
  107939. */
  107940. projectionTextureUpDirection: Vector3;
  107941. private _projectionTexture;
  107942. /**
  107943. * Gets the projection texture of the light.
  107944. */
  107945. /**
  107946. * Sets the projection texture of the light.
  107947. */
  107948. projectionTexture: Nullable<BaseTexture>;
  107949. private _projectionTextureViewLightDirty;
  107950. private _projectionTextureProjectionLightDirty;
  107951. private _projectionTextureDirty;
  107952. private _projectionTextureViewTargetVector;
  107953. private _projectionTextureViewLightMatrix;
  107954. private _projectionTextureProjectionLightMatrix;
  107955. private _projectionTextureScalingMatrix;
  107956. /**
  107957. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  107958. * It can cast shadows.
  107959. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107960. * @param name The light friendly name
  107961. * @param position The position of the spot light in the scene
  107962. * @param direction The direction of the light in the scene
  107963. * @param angle The cone angle of the light in Radians
  107964. * @param exponent The light decay speed with the distance from the emission spot
  107965. * @param scene The scene the lights belongs to
  107966. */
  107967. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  107968. /**
  107969. * Returns the string "SpotLight".
  107970. * @returns the class name
  107971. */
  107972. getClassName(): string;
  107973. /**
  107974. * Returns the integer 2.
  107975. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107976. */
  107977. getTypeID(): number;
  107978. /**
  107979. * Overrides the direction setter to recompute the projection texture view light Matrix.
  107980. */
  107981. protected _setDirection(value: Vector3): void;
  107982. /**
  107983. * Overrides the position setter to recompute the projection texture view light Matrix.
  107984. */
  107985. protected _setPosition(value: Vector3): void;
  107986. /**
  107987. * 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.
  107988. * Returns the SpotLight.
  107989. */
  107990. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107991. protected _computeProjectionTextureViewLightMatrix(): void;
  107992. protected _computeProjectionTextureProjectionLightMatrix(): void;
  107993. /**
  107994. * Main function for light texture projection matrix computing.
  107995. */
  107996. protected _computeProjectionTextureMatrix(): void;
  107997. protected _buildUniformLayout(): void;
  107998. private _computeAngleValues;
  107999. /**
  108000. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108001. * @param effect The effect to update
  108002. * @param lightIndex The index of the light in the effect to update
  108003. * @returns The spot light
  108004. */
  108005. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108006. /**
  108007. * Disposes the light and the associated resources.
  108008. */
  108009. dispose(): void;
  108010. /**
  108011. * Prepares the list of defines specific to the light type.
  108012. * @param defines the list of defines
  108013. * @param lightIndex defines the index of the light for the effect
  108014. */
  108015. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108016. }
  108017. }
  108018. declare module BABYLON {
  108019. /**
  108020. * Gizmo that enables viewing a light
  108021. */
  108022. export class LightGizmo extends Gizmo {
  108023. private _lightMesh;
  108024. private _material;
  108025. private cachedPosition;
  108026. private cachedForward;
  108027. /**
  108028. * Creates a LightGizmo
  108029. * @param gizmoLayer The utility layer the gizmo will be added to
  108030. */
  108031. constructor(gizmoLayer?: UtilityLayerRenderer);
  108032. private _light;
  108033. /**
  108034. * The light that the gizmo is attached to
  108035. */
  108036. light: Nullable<Light>;
  108037. /**
  108038. * @hidden
  108039. * Updates the gizmo to match the attached mesh's position/rotation
  108040. */
  108041. protected _update(): void;
  108042. private static _Scale;
  108043. /**
  108044. * Creates the lines for a light mesh
  108045. */
  108046. private static _createLightLines;
  108047. /**
  108048. * Disposes of the light gizmo
  108049. */
  108050. dispose(): void;
  108051. private static _CreateHemisphericLightMesh;
  108052. private static _CreatePointLightMesh;
  108053. private static _CreateSpotLightMesh;
  108054. private static _CreateDirectionalLightMesh;
  108055. }
  108056. }
  108057. declare module BABYLON {
  108058. /** @hidden */
  108059. export var backgroundFragmentDeclaration: {
  108060. name: string;
  108061. shader: string;
  108062. };
  108063. }
  108064. declare module BABYLON {
  108065. /** @hidden */
  108066. export var backgroundUboDeclaration: {
  108067. name: string;
  108068. shader: string;
  108069. };
  108070. }
  108071. declare module BABYLON {
  108072. /** @hidden */
  108073. export var backgroundPixelShader: {
  108074. name: string;
  108075. shader: string;
  108076. };
  108077. }
  108078. declare module BABYLON {
  108079. /** @hidden */
  108080. export var backgroundVertexDeclaration: {
  108081. name: string;
  108082. shader: string;
  108083. };
  108084. }
  108085. declare module BABYLON {
  108086. /** @hidden */
  108087. export var backgroundVertexShader: {
  108088. name: string;
  108089. shader: string;
  108090. };
  108091. }
  108092. declare module BABYLON {
  108093. /**
  108094. * Background material used to create an efficient environement around your scene.
  108095. */
  108096. export class BackgroundMaterial extends PushMaterial {
  108097. /**
  108098. * Standard reflectance value at parallel view angle.
  108099. */
  108100. static StandardReflectance0: number;
  108101. /**
  108102. * Standard reflectance value at grazing angle.
  108103. */
  108104. static StandardReflectance90: number;
  108105. protected _primaryColor: Color3;
  108106. /**
  108107. * Key light Color (multiply against the environement texture)
  108108. */
  108109. primaryColor: Color3;
  108110. protected __perceptualColor: Nullable<Color3>;
  108111. /**
  108112. * Experimental Internal Use Only.
  108113. *
  108114. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  108115. * This acts as a helper to set the primary color to a more "human friendly" value.
  108116. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  108117. * output color as close as possible from the chosen value.
  108118. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  108119. * part of lighting setup.)
  108120. */
  108121. _perceptualColor: Nullable<Color3>;
  108122. protected _primaryColorShadowLevel: float;
  108123. /**
  108124. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  108125. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  108126. */
  108127. primaryColorShadowLevel: float;
  108128. protected _primaryColorHighlightLevel: float;
  108129. /**
  108130. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  108131. * The primary color is used at the level chosen to define what the white area would look.
  108132. */
  108133. primaryColorHighlightLevel: float;
  108134. protected _reflectionTexture: Nullable<BaseTexture>;
  108135. /**
  108136. * Reflection Texture used in the material.
  108137. * Should be author in a specific way for the best result (refer to the documentation).
  108138. */
  108139. reflectionTexture: Nullable<BaseTexture>;
  108140. protected _reflectionBlur: float;
  108141. /**
  108142. * Reflection Texture level of blur.
  108143. *
  108144. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  108145. * texture twice.
  108146. */
  108147. reflectionBlur: float;
  108148. protected _diffuseTexture: Nullable<BaseTexture>;
  108149. /**
  108150. * Diffuse Texture used in the material.
  108151. * Should be author in a specific way for the best result (refer to the documentation).
  108152. */
  108153. diffuseTexture: Nullable<BaseTexture>;
  108154. protected _shadowLights: Nullable<IShadowLight[]>;
  108155. /**
  108156. * Specify the list of lights casting shadow on the material.
  108157. * All scene shadow lights will be included if null.
  108158. */
  108159. shadowLights: Nullable<IShadowLight[]>;
  108160. protected _shadowLevel: float;
  108161. /**
  108162. * Helps adjusting the shadow to a softer level if required.
  108163. * 0 means black shadows and 1 means no shadows.
  108164. */
  108165. shadowLevel: float;
  108166. protected _sceneCenter: Vector3;
  108167. /**
  108168. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108169. * It is usually zero but might be interesting to modify according to your setup.
  108170. */
  108171. sceneCenter: Vector3;
  108172. protected _opacityFresnel: boolean;
  108173. /**
  108174. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108175. * This helps ensuring a nice transition when the camera goes under the ground.
  108176. */
  108177. opacityFresnel: boolean;
  108178. protected _reflectionFresnel: boolean;
  108179. /**
  108180. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108181. * This helps adding a mirror texture on the ground.
  108182. */
  108183. reflectionFresnel: boolean;
  108184. protected _reflectionFalloffDistance: number;
  108185. /**
  108186. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108187. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108188. */
  108189. reflectionFalloffDistance: number;
  108190. protected _reflectionAmount: number;
  108191. /**
  108192. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108193. */
  108194. reflectionAmount: number;
  108195. protected _reflectionReflectance0: number;
  108196. /**
  108197. * This specifies the weight of the reflection at grazing angle.
  108198. */
  108199. reflectionReflectance0: number;
  108200. protected _reflectionReflectance90: number;
  108201. /**
  108202. * This specifies the weight of the reflection at a perpendicular point of view.
  108203. */
  108204. reflectionReflectance90: number;
  108205. /**
  108206. * Sets the reflection reflectance fresnel values according to the default standard
  108207. * empirically know to work well :-)
  108208. */
  108209. reflectionStandardFresnelWeight: number;
  108210. protected _useRGBColor: boolean;
  108211. /**
  108212. * Helps to directly use the maps channels instead of their level.
  108213. */
  108214. useRGBColor: boolean;
  108215. protected _enableNoise: boolean;
  108216. /**
  108217. * This helps reducing the banding effect that could occur on the background.
  108218. */
  108219. enableNoise: boolean;
  108220. /**
  108221. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108222. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108223. * Recommended to be keep at 1.0 except for special cases.
  108224. */
  108225. fovMultiplier: number;
  108226. private _fovMultiplier;
  108227. /**
  108228. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108229. */
  108230. useEquirectangularFOV: boolean;
  108231. private _maxSimultaneousLights;
  108232. /**
  108233. * Number of Simultaneous lights allowed on the material.
  108234. */
  108235. maxSimultaneousLights: int;
  108236. /**
  108237. * Default configuration related to image processing available in the Background Material.
  108238. */
  108239. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108240. /**
  108241. * Keep track of the image processing observer to allow dispose and replace.
  108242. */
  108243. private _imageProcessingObserver;
  108244. /**
  108245. * Attaches a new image processing configuration to the PBR Material.
  108246. * @param configuration (if null the scene configuration will be use)
  108247. */
  108248. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108249. /**
  108250. * Gets the image processing configuration used either in this material.
  108251. */
  108252. /**
  108253. * Sets the Default image processing configuration used either in the this material.
  108254. *
  108255. * If sets to null, the scene one is in use.
  108256. */
  108257. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108258. /**
  108259. * Gets wether the color curves effect is enabled.
  108260. */
  108261. /**
  108262. * Sets wether the color curves effect is enabled.
  108263. */
  108264. cameraColorCurvesEnabled: boolean;
  108265. /**
  108266. * Gets wether the color grading effect is enabled.
  108267. */
  108268. /**
  108269. * Gets wether the color grading effect is enabled.
  108270. */
  108271. cameraColorGradingEnabled: boolean;
  108272. /**
  108273. * Gets wether tonemapping is enabled or not.
  108274. */
  108275. /**
  108276. * Sets wether tonemapping is enabled or not
  108277. */
  108278. cameraToneMappingEnabled: boolean;
  108279. /**
  108280. * The camera exposure used on this material.
  108281. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108282. * This corresponds to a photographic exposure.
  108283. */
  108284. /**
  108285. * The camera exposure used on this material.
  108286. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108287. * This corresponds to a photographic exposure.
  108288. */
  108289. cameraExposure: float;
  108290. /**
  108291. * Gets The camera contrast used on this material.
  108292. */
  108293. /**
  108294. * Sets The camera contrast used on this material.
  108295. */
  108296. cameraContrast: float;
  108297. /**
  108298. * Gets the Color Grading 2D Lookup Texture.
  108299. */
  108300. /**
  108301. * Sets the Color Grading 2D Lookup Texture.
  108302. */
  108303. cameraColorGradingTexture: Nullable<BaseTexture>;
  108304. /**
  108305. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108306. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108307. * 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;
  108308. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108309. */
  108310. /**
  108311. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108312. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108313. * 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;
  108314. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108315. */
  108316. cameraColorCurves: Nullable<ColorCurves>;
  108317. /**
  108318. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108319. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108320. */
  108321. switchToBGR: boolean;
  108322. private _renderTargets;
  108323. private _reflectionControls;
  108324. private _white;
  108325. private _primaryShadowColor;
  108326. private _primaryHighlightColor;
  108327. /**
  108328. * Instantiates a Background Material in the given scene
  108329. * @param name The friendly name of the material
  108330. * @param scene The scene to add the material to
  108331. */
  108332. constructor(name: string, scene: Scene);
  108333. /**
  108334. * Gets a boolean indicating that current material needs to register RTT
  108335. */
  108336. readonly hasRenderTargetTextures: boolean;
  108337. /**
  108338. * The entire material has been created in order to prevent overdraw.
  108339. * @returns false
  108340. */
  108341. needAlphaTesting(): boolean;
  108342. /**
  108343. * The entire material has been created in order to prevent overdraw.
  108344. * @returns true if blending is enable
  108345. */
  108346. needAlphaBlending(): boolean;
  108347. /**
  108348. * Checks wether the material is ready to be rendered for a given mesh.
  108349. * @param mesh The mesh to render
  108350. * @param subMesh The submesh to check against
  108351. * @param useInstances Specify wether or not the material is used with instances
  108352. * @returns true if all the dependencies are ready (Textures, Effects...)
  108353. */
  108354. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108355. /**
  108356. * Compute the primary color according to the chosen perceptual color.
  108357. */
  108358. private _computePrimaryColorFromPerceptualColor;
  108359. /**
  108360. * Compute the highlights and shadow colors according to their chosen levels.
  108361. */
  108362. private _computePrimaryColors;
  108363. /**
  108364. * Build the uniform buffer used in the material.
  108365. */
  108366. buildUniformLayout(): void;
  108367. /**
  108368. * Unbind the material.
  108369. */
  108370. unbind(): void;
  108371. /**
  108372. * Bind only the world matrix to the material.
  108373. * @param world The world matrix to bind.
  108374. */
  108375. bindOnlyWorldMatrix(world: Matrix): void;
  108376. /**
  108377. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108378. * @param world The world matrix to bind.
  108379. * @param subMesh The submesh to bind for.
  108380. */
  108381. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108382. /**
  108383. * Dispose the material.
  108384. * @param forceDisposeEffect Force disposal of the associated effect.
  108385. * @param forceDisposeTextures Force disposal of the associated textures.
  108386. */
  108387. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108388. /**
  108389. * Clones the material.
  108390. * @param name The cloned name.
  108391. * @returns The cloned material.
  108392. */
  108393. clone(name: string): BackgroundMaterial;
  108394. /**
  108395. * Serializes the current material to its JSON representation.
  108396. * @returns The JSON representation.
  108397. */
  108398. serialize(): any;
  108399. /**
  108400. * Gets the class name of the material
  108401. * @returns "BackgroundMaterial"
  108402. */
  108403. getClassName(): string;
  108404. /**
  108405. * Parse a JSON input to create back a background material.
  108406. * @param source The JSON data to parse
  108407. * @param scene The scene to create the parsed material in
  108408. * @param rootUrl The root url of the assets the material depends upon
  108409. * @returns the instantiated BackgroundMaterial.
  108410. */
  108411. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108412. }
  108413. }
  108414. declare module BABYLON {
  108415. /**
  108416. * Represents the different options available during the creation of
  108417. * a Environment helper.
  108418. *
  108419. * This can control the default ground, skybox and image processing setup of your scene.
  108420. */
  108421. export interface IEnvironmentHelperOptions {
  108422. /**
  108423. * Specifies wether or not to create a ground.
  108424. * True by default.
  108425. */
  108426. createGround: boolean;
  108427. /**
  108428. * Specifies the ground size.
  108429. * 15 by default.
  108430. */
  108431. groundSize: number;
  108432. /**
  108433. * The texture used on the ground for the main color.
  108434. * Comes from the BabylonJS CDN by default.
  108435. *
  108436. * Remarks: Can be either a texture or a url.
  108437. */
  108438. groundTexture: string | BaseTexture;
  108439. /**
  108440. * The color mixed in the ground texture by default.
  108441. * BabylonJS clearColor by default.
  108442. */
  108443. groundColor: Color3;
  108444. /**
  108445. * Specifies the ground opacity.
  108446. * 1 by default.
  108447. */
  108448. groundOpacity: number;
  108449. /**
  108450. * Enables the ground to receive shadows.
  108451. * True by default.
  108452. */
  108453. enableGroundShadow: boolean;
  108454. /**
  108455. * Helps preventing the shadow to be fully black on the ground.
  108456. * 0.5 by default.
  108457. */
  108458. groundShadowLevel: number;
  108459. /**
  108460. * Creates a mirror texture attach to the ground.
  108461. * false by default.
  108462. */
  108463. enableGroundMirror: boolean;
  108464. /**
  108465. * Specifies the ground mirror size ratio.
  108466. * 0.3 by default as the default kernel is 64.
  108467. */
  108468. groundMirrorSizeRatio: number;
  108469. /**
  108470. * Specifies the ground mirror blur kernel size.
  108471. * 64 by default.
  108472. */
  108473. groundMirrorBlurKernel: number;
  108474. /**
  108475. * Specifies the ground mirror visibility amount.
  108476. * 1 by default
  108477. */
  108478. groundMirrorAmount: number;
  108479. /**
  108480. * Specifies the ground mirror reflectance weight.
  108481. * This uses the standard weight of the background material to setup the fresnel effect
  108482. * of the mirror.
  108483. * 1 by default.
  108484. */
  108485. groundMirrorFresnelWeight: number;
  108486. /**
  108487. * Specifies the ground mirror Falloff distance.
  108488. * This can helps reducing the size of the reflection.
  108489. * 0 by Default.
  108490. */
  108491. groundMirrorFallOffDistance: number;
  108492. /**
  108493. * Specifies the ground mirror texture type.
  108494. * Unsigned Int by Default.
  108495. */
  108496. groundMirrorTextureType: number;
  108497. /**
  108498. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108499. * the shown objects.
  108500. */
  108501. groundYBias: number;
  108502. /**
  108503. * Specifies wether or not to create a skybox.
  108504. * True by default.
  108505. */
  108506. createSkybox: boolean;
  108507. /**
  108508. * Specifies the skybox size.
  108509. * 20 by default.
  108510. */
  108511. skyboxSize: number;
  108512. /**
  108513. * The texture used on the skybox for the main color.
  108514. * Comes from the BabylonJS CDN by default.
  108515. *
  108516. * Remarks: Can be either a texture or a url.
  108517. */
  108518. skyboxTexture: string | BaseTexture;
  108519. /**
  108520. * The color mixed in the skybox texture by default.
  108521. * BabylonJS clearColor by default.
  108522. */
  108523. skyboxColor: Color3;
  108524. /**
  108525. * The background rotation around the Y axis of the scene.
  108526. * This helps aligning the key lights of your scene with the background.
  108527. * 0 by default.
  108528. */
  108529. backgroundYRotation: number;
  108530. /**
  108531. * Compute automatically the size of the elements to best fit with the scene.
  108532. */
  108533. sizeAuto: boolean;
  108534. /**
  108535. * Default position of the rootMesh if autoSize is not true.
  108536. */
  108537. rootPosition: Vector3;
  108538. /**
  108539. * Sets up the image processing in the scene.
  108540. * true by default.
  108541. */
  108542. setupImageProcessing: boolean;
  108543. /**
  108544. * The texture used as your environment texture in the scene.
  108545. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108546. *
  108547. * Remarks: Can be either a texture or a url.
  108548. */
  108549. environmentTexture: string | BaseTexture;
  108550. /**
  108551. * The value of the exposure to apply to the scene.
  108552. * 0.6 by default if setupImageProcessing is true.
  108553. */
  108554. cameraExposure: number;
  108555. /**
  108556. * The value of the contrast to apply to the scene.
  108557. * 1.6 by default if setupImageProcessing is true.
  108558. */
  108559. cameraContrast: number;
  108560. /**
  108561. * Specifies wether or not tonemapping should be enabled in the scene.
  108562. * true by default if setupImageProcessing is true.
  108563. */
  108564. toneMappingEnabled: boolean;
  108565. }
  108566. /**
  108567. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108568. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108569. * It also helps with the default setup of your imageProcessing configuration.
  108570. */
  108571. export class EnvironmentHelper {
  108572. /**
  108573. * Default ground texture URL.
  108574. */
  108575. private static _groundTextureCDNUrl;
  108576. /**
  108577. * Default skybox texture URL.
  108578. */
  108579. private static _skyboxTextureCDNUrl;
  108580. /**
  108581. * Default environment texture URL.
  108582. */
  108583. private static _environmentTextureCDNUrl;
  108584. /**
  108585. * Creates the default options for the helper.
  108586. */
  108587. private static _getDefaultOptions;
  108588. private _rootMesh;
  108589. /**
  108590. * Gets the root mesh created by the helper.
  108591. */
  108592. readonly rootMesh: Mesh;
  108593. private _skybox;
  108594. /**
  108595. * Gets the skybox created by the helper.
  108596. */
  108597. readonly skybox: Nullable<Mesh>;
  108598. private _skyboxTexture;
  108599. /**
  108600. * Gets the skybox texture created by the helper.
  108601. */
  108602. readonly skyboxTexture: Nullable<BaseTexture>;
  108603. private _skyboxMaterial;
  108604. /**
  108605. * Gets the skybox material created by the helper.
  108606. */
  108607. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108608. private _ground;
  108609. /**
  108610. * Gets the ground mesh created by the helper.
  108611. */
  108612. readonly ground: Nullable<Mesh>;
  108613. private _groundTexture;
  108614. /**
  108615. * Gets the ground texture created by the helper.
  108616. */
  108617. readonly groundTexture: Nullable<BaseTexture>;
  108618. private _groundMirror;
  108619. /**
  108620. * Gets the ground mirror created by the helper.
  108621. */
  108622. readonly groundMirror: Nullable<MirrorTexture>;
  108623. /**
  108624. * Gets the ground mirror render list to helps pushing the meshes
  108625. * you wish in the ground reflection.
  108626. */
  108627. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108628. private _groundMaterial;
  108629. /**
  108630. * Gets the ground material created by the helper.
  108631. */
  108632. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108633. /**
  108634. * Stores the creation options.
  108635. */
  108636. private readonly _scene;
  108637. private _options;
  108638. /**
  108639. * This observable will be notified with any error during the creation of the environment,
  108640. * mainly texture creation errors.
  108641. */
  108642. onErrorObservable: Observable<{
  108643. message?: string;
  108644. exception?: any;
  108645. }>;
  108646. /**
  108647. * constructor
  108648. * @param options Defines the options we want to customize the helper
  108649. * @param scene The scene to add the material to
  108650. */
  108651. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108652. /**
  108653. * Updates the background according to the new options
  108654. * @param options
  108655. */
  108656. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108657. /**
  108658. * Sets the primary color of all the available elements.
  108659. * @param color the main color to affect to the ground and the background
  108660. */
  108661. setMainColor(color: Color3): void;
  108662. /**
  108663. * Setup the image processing according to the specified options.
  108664. */
  108665. private _setupImageProcessing;
  108666. /**
  108667. * Setup the environment texture according to the specified options.
  108668. */
  108669. private _setupEnvironmentTexture;
  108670. /**
  108671. * Setup the background according to the specified options.
  108672. */
  108673. private _setupBackground;
  108674. /**
  108675. * Get the scene sizes according to the setup.
  108676. */
  108677. private _getSceneSize;
  108678. /**
  108679. * Setup the ground according to the specified options.
  108680. */
  108681. private _setupGround;
  108682. /**
  108683. * Setup the ground material according to the specified options.
  108684. */
  108685. private _setupGroundMaterial;
  108686. /**
  108687. * Setup the ground diffuse texture according to the specified options.
  108688. */
  108689. private _setupGroundDiffuseTexture;
  108690. /**
  108691. * Setup the ground mirror texture according to the specified options.
  108692. */
  108693. private _setupGroundMirrorTexture;
  108694. /**
  108695. * Setup the ground to receive the mirror texture.
  108696. */
  108697. private _setupMirrorInGroundMaterial;
  108698. /**
  108699. * Setup the skybox according to the specified options.
  108700. */
  108701. private _setupSkybox;
  108702. /**
  108703. * Setup the skybox material according to the specified options.
  108704. */
  108705. private _setupSkyboxMaterial;
  108706. /**
  108707. * Setup the skybox reflection texture according to the specified options.
  108708. */
  108709. private _setupSkyboxReflectionTexture;
  108710. private _errorHandler;
  108711. /**
  108712. * Dispose all the elements created by the Helper.
  108713. */
  108714. dispose(): void;
  108715. }
  108716. }
  108717. declare module BABYLON {
  108718. /**
  108719. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108720. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108721. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108722. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108723. */
  108724. export class PhotoDome extends TransformNode {
  108725. /**
  108726. * Define the image as a Monoscopic panoramic 360 image.
  108727. */
  108728. static readonly MODE_MONOSCOPIC: number;
  108729. /**
  108730. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108731. */
  108732. static readonly MODE_TOPBOTTOM: number;
  108733. /**
  108734. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108735. */
  108736. static readonly MODE_SIDEBYSIDE: number;
  108737. private _useDirectMapping;
  108738. /**
  108739. * The texture being displayed on the sphere
  108740. */
  108741. protected _photoTexture: Texture;
  108742. /**
  108743. * Gets or sets the texture being displayed on the sphere
  108744. */
  108745. photoTexture: Texture;
  108746. /**
  108747. * Observable raised when an error occured while loading the 360 image
  108748. */
  108749. onLoadErrorObservable: Observable<string>;
  108750. /**
  108751. * The skybox material
  108752. */
  108753. protected _material: BackgroundMaterial;
  108754. /**
  108755. * The surface used for the skybox
  108756. */
  108757. protected _mesh: Mesh;
  108758. /**
  108759. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108760. * Also see the options.resolution property.
  108761. */
  108762. fovMultiplier: number;
  108763. private _imageMode;
  108764. /**
  108765. * Gets or set the current video mode for the video. It can be:
  108766. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108767. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108768. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108769. */
  108770. imageMode: number;
  108771. /**
  108772. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108773. * @param name Element's name, child elements will append suffixes for their own names.
  108774. * @param urlsOfPhoto defines the url of the photo to display
  108775. * @param options defines an object containing optional or exposed sub element properties
  108776. * @param onError defines a callback called when an error occured while loading the texture
  108777. */
  108778. constructor(name: string, urlOfPhoto: string, options: {
  108779. resolution?: number;
  108780. size?: number;
  108781. useDirectMapping?: boolean;
  108782. faceForward?: boolean;
  108783. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108784. private _onBeforeCameraRenderObserver;
  108785. private _changeImageMode;
  108786. /**
  108787. * Releases resources associated with this node.
  108788. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108789. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108790. */
  108791. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108792. }
  108793. }
  108794. declare module BABYLON {
  108795. /** @hidden */
  108796. export var rgbdDecodePixelShader: {
  108797. name: string;
  108798. shader: string;
  108799. };
  108800. }
  108801. declare module BABYLON {
  108802. /**
  108803. * Class used to host texture specific utilities
  108804. */
  108805. export class BRDFTextureTools {
  108806. /**
  108807. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108808. * @param texture the texture to expand.
  108809. */
  108810. private static _ExpandDefaultBRDFTexture;
  108811. /**
  108812. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108813. * @param scene defines the hosting scene
  108814. * @returns the environment BRDF texture
  108815. */
  108816. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108817. private static _environmentBRDFBase64Texture;
  108818. }
  108819. }
  108820. declare module BABYLON {
  108821. /**
  108822. * @hidden
  108823. */
  108824. export interface IMaterialClearCoatDefines {
  108825. CLEARCOAT: boolean;
  108826. CLEARCOAT_DEFAULTIOR: boolean;
  108827. CLEARCOAT_TEXTURE: boolean;
  108828. CLEARCOAT_TEXTUREDIRECTUV: number;
  108829. CLEARCOAT_BUMP: boolean;
  108830. CLEARCOAT_BUMPDIRECTUV: number;
  108831. CLEARCOAT_TINT: boolean;
  108832. CLEARCOAT_TINT_TEXTURE: boolean;
  108833. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108834. /** @hidden */
  108835. _areTexturesDirty: boolean;
  108836. }
  108837. /**
  108838. * Define the code related to the clear coat parameters of the pbr material.
  108839. */
  108840. export class PBRClearCoatConfiguration {
  108841. /**
  108842. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108843. * The default fits with a polyurethane material.
  108844. */
  108845. private static readonly _DefaultIndexOfRefraction;
  108846. private _isEnabled;
  108847. /**
  108848. * Defines if the clear coat is enabled in the material.
  108849. */
  108850. isEnabled: boolean;
  108851. /**
  108852. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108853. */
  108854. intensity: number;
  108855. /**
  108856. * Defines the clear coat layer roughness.
  108857. */
  108858. roughness: number;
  108859. private _indexOfRefraction;
  108860. /**
  108861. * Defines the index of refraction of the clear coat.
  108862. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108863. * The default fits with a polyurethane material.
  108864. * Changing the default value is more performance intensive.
  108865. */
  108866. indexOfRefraction: number;
  108867. private _texture;
  108868. /**
  108869. * Stores the clear coat values in a texture.
  108870. */
  108871. texture: Nullable<BaseTexture>;
  108872. private _bumpTexture;
  108873. /**
  108874. * Define the clear coat specific bump texture.
  108875. */
  108876. bumpTexture: Nullable<BaseTexture>;
  108877. private _isTintEnabled;
  108878. /**
  108879. * Defines if the clear coat tint is enabled in the material.
  108880. */
  108881. isTintEnabled: boolean;
  108882. /**
  108883. * Defines the clear coat tint of the material.
  108884. * This is only use if tint is enabled
  108885. */
  108886. tintColor: Color3;
  108887. /**
  108888. * Defines the distance at which the tint color should be found in the
  108889. * clear coat media.
  108890. * This is only use if tint is enabled
  108891. */
  108892. tintColorAtDistance: number;
  108893. /**
  108894. * Defines the clear coat layer thickness.
  108895. * This is only use if tint is enabled
  108896. */
  108897. tintThickness: number;
  108898. private _tintTexture;
  108899. /**
  108900. * Stores the clear tint values in a texture.
  108901. * rgb is tint
  108902. * a is a thickness factor
  108903. */
  108904. tintTexture: Nullable<BaseTexture>;
  108905. /** @hidden */
  108906. private _internalMarkAllSubMeshesAsTexturesDirty;
  108907. /** @hidden */
  108908. _markAllSubMeshesAsTexturesDirty(): void;
  108909. /**
  108910. * Instantiate a new istance of clear coat configuration.
  108911. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108912. */
  108913. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108914. /**
  108915. * Gets wehter the submesh is ready to be used or not.
  108916. * @param defines the list of "defines" to update.
  108917. * @param scene defines the scene the material belongs to.
  108918. * @param engine defines the engine the material belongs to.
  108919. * @param disableBumpMap defines wether the material disables bump or not.
  108920. * @returns - boolean indicating that the submesh is ready or not.
  108921. */
  108922. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  108923. /**
  108924. * Checks to see if a texture is used in the material.
  108925. * @param defines the list of "defines" to update.
  108926. * @param scene defines the scene to the material belongs to.
  108927. */
  108928. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  108929. /**
  108930. * Binds the material data.
  108931. * @param uniformBuffer defines the Uniform buffer to fill in.
  108932. * @param scene defines the scene the material belongs to.
  108933. * @param engine defines the engine the material belongs to.
  108934. * @param disableBumpMap defines wether the material disables bump or not.
  108935. * @param isFrozen defines wether the material is frozen or not.
  108936. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  108937. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  108938. */
  108939. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  108940. /**
  108941. * Checks to see if a texture is used in the material.
  108942. * @param texture - Base texture to use.
  108943. * @returns - Boolean specifying if a texture is used in the material.
  108944. */
  108945. hasTexture(texture: BaseTexture): boolean;
  108946. /**
  108947. * Returns an array of the actively used textures.
  108948. * @param activeTextures Array of BaseTextures
  108949. */
  108950. getActiveTextures(activeTextures: BaseTexture[]): void;
  108951. /**
  108952. * Returns the animatable textures.
  108953. * @param animatables Array of animatable textures.
  108954. */
  108955. getAnimatables(animatables: IAnimatable[]): void;
  108956. /**
  108957. * Disposes the resources of the material.
  108958. * @param forceDisposeTextures - Forces the disposal of all textures.
  108959. */
  108960. dispose(forceDisposeTextures?: boolean): void;
  108961. /**
  108962. * Get the current class name of the texture useful for serialization or dynamic coding.
  108963. * @returns "PBRClearCoatConfiguration"
  108964. */
  108965. getClassName(): string;
  108966. /**
  108967. * Add fallbacks to the effect fallbacks list.
  108968. * @param defines defines the Base texture to use.
  108969. * @param fallbacks defines the current fallback list.
  108970. * @param currentRank defines the current fallback rank.
  108971. * @returns the new fallback rank.
  108972. */
  108973. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108974. /**
  108975. * Add the required uniforms to the current list.
  108976. * @param uniforms defines the current uniform list.
  108977. */
  108978. static AddUniforms(uniforms: string[]): void;
  108979. /**
  108980. * Add the required samplers to the current list.
  108981. * @param samplers defines the current sampler list.
  108982. */
  108983. static AddSamplers(samplers: string[]): void;
  108984. /**
  108985. * Add the required uniforms to the current buffer.
  108986. * @param uniformBuffer defines the current uniform buffer.
  108987. */
  108988. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108989. /**
  108990. * Makes a duplicate of the current configuration into another one.
  108991. * @param clearCoatConfiguration define the config where to copy the info
  108992. */
  108993. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  108994. /**
  108995. * Serializes this clear coat configuration.
  108996. * @returns - An object with the serialized config.
  108997. */
  108998. serialize(): any;
  108999. /**
  109000. * Parses a anisotropy Configuration from a serialized object.
  109001. * @param source - Serialized object.
  109002. * @param scene Defines the scene we are parsing for
  109003. * @param rootUrl Defines the rootUrl to load from
  109004. */
  109005. parse(source: any, scene: Scene, rootUrl: string): void;
  109006. }
  109007. }
  109008. declare module BABYLON {
  109009. /**
  109010. * @hidden
  109011. */
  109012. export interface IMaterialAnisotropicDefines {
  109013. ANISOTROPIC: boolean;
  109014. ANISOTROPIC_TEXTURE: boolean;
  109015. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109016. MAINUV1: boolean;
  109017. _areTexturesDirty: boolean;
  109018. _needUVs: boolean;
  109019. }
  109020. /**
  109021. * Define the code related to the anisotropic parameters of the pbr material.
  109022. */
  109023. export class PBRAnisotropicConfiguration {
  109024. private _isEnabled;
  109025. /**
  109026. * Defines if the anisotropy is enabled in the material.
  109027. */
  109028. isEnabled: boolean;
  109029. /**
  109030. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109031. */
  109032. intensity: number;
  109033. /**
  109034. * Defines if the effect is along the tangents, bitangents or in between.
  109035. * By default, the effect is "strectching" the highlights along the tangents.
  109036. */
  109037. direction: Vector2;
  109038. private _texture;
  109039. /**
  109040. * Stores the anisotropy values in a texture.
  109041. * rg is direction (like normal from -1 to 1)
  109042. * b is a intensity
  109043. */
  109044. texture: Nullable<BaseTexture>;
  109045. /** @hidden */
  109046. private _internalMarkAllSubMeshesAsTexturesDirty;
  109047. /** @hidden */
  109048. _markAllSubMeshesAsTexturesDirty(): void;
  109049. /**
  109050. * Instantiate a new istance of anisotropy configuration.
  109051. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109052. */
  109053. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109054. /**
  109055. * Specifies that the submesh is ready to be used.
  109056. * @param defines the list of "defines" to update.
  109057. * @param scene defines the scene the material belongs to.
  109058. * @returns - boolean indicating that the submesh is ready or not.
  109059. */
  109060. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109061. /**
  109062. * Checks to see if a texture is used in the material.
  109063. * @param defines the list of "defines" to update.
  109064. * @param mesh the mesh we are preparing the defines for.
  109065. * @param scene defines the scene the material belongs to.
  109066. */
  109067. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109068. /**
  109069. * Binds the material data.
  109070. * @param uniformBuffer defines the Uniform buffer to fill in.
  109071. * @param scene defines the scene the material belongs to.
  109072. * @param isFrozen defines wether the material is frozen or not.
  109073. */
  109074. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109075. /**
  109076. * Checks to see if a texture is used in the material.
  109077. * @param texture - Base texture to use.
  109078. * @returns - Boolean specifying if a texture is used in the material.
  109079. */
  109080. hasTexture(texture: BaseTexture): boolean;
  109081. /**
  109082. * Returns an array of the actively used textures.
  109083. * @param activeTextures Array of BaseTextures
  109084. */
  109085. getActiveTextures(activeTextures: BaseTexture[]): void;
  109086. /**
  109087. * Returns the animatable textures.
  109088. * @param animatables Array of animatable textures.
  109089. */
  109090. getAnimatables(animatables: IAnimatable[]): void;
  109091. /**
  109092. * Disposes the resources of the material.
  109093. * @param forceDisposeTextures - Forces the disposal of all textures.
  109094. */
  109095. dispose(forceDisposeTextures?: boolean): void;
  109096. /**
  109097. * Get the current class name of the texture useful for serialization or dynamic coding.
  109098. * @returns "PBRAnisotropicConfiguration"
  109099. */
  109100. getClassName(): string;
  109101. /**
  109102. * Add fallbacks to the effect fallbacks list.
  109103. * @param defines defines the Base texture to use.
  109104. * @param fallbacks defines the current fallback list.
  109105. * @param currentRank defines the current fallback rank.
  109106. * @returns the new fallback rank.
  109107. */
  109108. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109109. /**
  109110. * Add the required uniforms to the current list.
  109111. * @param uniforms defines the current uniform list.
  109112. */
  109113. static AddUniforms(uniforms: string[]): void;
  109114. /**
  109115. * Add the required uniforms to the current buffer.
  109116. * @param uniformBuffer defines the current uniform buffer.
  109117. */
  109118. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109119. /**
  109120. * Add the required samplers to the current list.
  109121. * @param samplers defines the current sampler list.
  109122. */
  109123. static AddSamplers(samplers: string[]): void;
  109124. /**
  109125. * Makes a duplicate of the current configuration into another one.
  109126. * @param anisotropicConfiguration define the config where to copy the info
  109127. */
  109128. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  109129. /**
  109130. * Serializes this anisotropy configuration.
  109131. * @returns - An object with the serialized config.
  109132. */
  109133. serialize(): any;
  109134. /**
  109135. * Parses a anisotropy Configuration from a serialized object.
  109136. * @param source - Serialized object.
  109137. * @param scene Defines the scene we are parsing for
  109138. * @param rootUrl Defines the rootUrl to load from
  109139. */
  109140. parse(source: any, scene: Scene, rootUrl: string): void;
  109141. }
  109142. }
  109143. declare module BABYLON {
  109144. /**
  109145. * @hidden
  109146. */
  109147. export interface IMaterialBRDFDefines {
  109148. BRDF_V_HEIGHT_CORRELATED: boolean;
  109149. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109150. SPHERICAL_HARMONICS: boolean;
  109151. /** @hidden */
  109152. _areMiscDirty: boolean;
  109153. }
  109154. /**
  109155. * Define the code related to the BRDF parameters of the pbr material.
  109156. */
  109157. export class PBRBRDFConfiguration {
  109158. /**
  109159. * Default value used for the energy conservation.
  109160. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109161. */
  109162. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109163. /**
  109164. * Default value used for the Smith Visibility Height Correlated mode.
  109165. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109166. */
  109167. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109168. /**
  109169. * Default value used for the IBL diffuse part.
  109170. * This can help switching back to the polynomials mode globally which is a tiny bit
  109171. * less GPU intensive at the drawback of a lower quality.
  109172. */
  109173. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109174. private _useEnergyConservation;
  109175. /**
  109176. * Defines if the material uses energy conservation.
  109177. */
  109178. useEnergyConservation: boolean;
  109179. private _useSmithVisibilityHeightCorrelated;
  109180. /**
  109181. * LEGACY Mode set to false
  109182. * Defines if the material uses height smith correlated visibility term.
  109183. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109184. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109185. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109186. * Not relying on height correlated will also disable energy conservation.
  109187. */
  109188. useSmithVisibilityHeightCorrelated: boolean;
  109189. private _useSphericalHarmonics;
  109190. /**
  109191. * LEGACY Mode set to false
  109192. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109193. * diffuse part of the IBL.
  109194. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109195. * to the ground truth.
  109196. */
  109197. useSphericalHarmonics: boolean;
  109198. /** @hidden */
  109199. private _internalMarkAllSubMeshesAsMiscDirty;
  109200. /** @hidden */
  109201. _markAllSubMeshesAsMiscDirty(): void;
  109202. /**
  109203. * Instantiate a new istance of clear coat configuration.
  109204. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109205. */
  109206. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109207. /**
  109208. * Checks to see if a texture is used in the material.
  109209. * @param defines the list of "defines" to update.
  109210. */
  109211. prepareDefines(defines: IMaterialBRDFDefines): void;
  109212. /**
  109213. * Get the current class name of the texture useful for serialization or dynamic coding.
  109214. * @returns "PBRClearCoatConfiguration"
  109215. */
  109216. getClassName(): string;
  109217. /**
  109218. * Makes a duplicate of the current configuration into another one.
  109219. * @param brdfConfiguration define the config where to copy the info
  109220. */
  109221. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109222. /**
  109223. * Serializes this BRDF configuration.
  109224. * @returns - An object with the serialized config.
  109225. */
  109226. serialize(): any;
  109227. /**
  109228. * Parses a anisotropy Configuration from a serialized object.
  109229. * @param source - Serialized object.
  109230. * @param scene Defines the scene we are parsing for
  109231. * @param rootUrl Defines the rootUrl to load from
  109232. */
  109233. parse(source: any, scene: Scene, rootUrl: string): void;
  109234. }
  109235. }
  109236. declare module BABYLON {
  109237. /**
  109238. * @hidden
  109239. */
  109240. export interface IMaterialSheenDefines {
  109241. SHEEN: boolean;
  109242. SHEEN_TEXTURE: boolean;
  109243. SHEEN_TEXTUREDIRECTUV: number;
  109244. SHEEN_LINKWITHALBEDO: boolean;
  109245. /** @hidden */
  109246. _areTexturesDirty: boolean;
  109247. }
  109248. /**
  109249. * Define the code related to the Sheen parameters of the pbr material.
  109250. */
  109251. export class PBRSheenConfiguration {
  109252. private _isEnabled;
  109253. /**
  109254. * Defines if the material uses sheen.
  109255. */
  109256. isEnabled: boolean;
  109257. private _linkSheenWithAlbedo;
  109258. /**
  109259. * Defines if the sheen is linked to the sheen color.
  109260. */
  109261. linkSheenWithAlbedo: boolean;
  109262. /**
  109263. * Defines the sheen intensity.
  109264. */
  109265. intensity: number;
  109266. /**
  109267. * Defines the sheen color.
  109268. */
  109269. color: Color3;
  109270. private _texture;
  109271. /**
  109272. * Stores the sheen tint values in a texture.
  109273. * rgb is tint
  109274. * a is a intensity
  109275. */
  109276. texture: Nullable<BaseTexture>;
  109277. /** @hidden */
  109278. private _internalMarkAllSubMeshesAsTexturesDirty;
  109279. /** @hidden */
  109280. _markAllSubMeshesAsTexturesDirty(): void;
  109281. /**
  109282. * Instantiate a new istance of clear coat configuration.
  109283. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109284. */
  109285. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109286. /**
  109287. * Specifies that the submesh is ready to be used.
  109288. * @param defines the list of "defines" to update.
  109289. * @param scene defines the scene the material belongs to.
  109290. * @returns - boolean indicating that the submesh is ready or not.
  109291. */
  109292. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109293. /**
  109294. * Checks to see if a texture is used in the material.
  109295. * @param defines the list of "defines" to update.
  109296. * @param scene defines the scene the material belongs to.
  109297. */
  109298. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109299. /**
  109300. * Binds the material data.
  109301. * @param uniformBuffer defines the Uniform buffer to fill in.
  109302. * @param scene defines the scene the material belongs to.
  109303. * @param isFrozen defines wether the material is frozen or not.
  109304. */
  109305. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109306. /**
  109307. * Checks to see if a texture is used in the material.
  109308. * @param texture - Base texture to use.
  109309. * @returns - Boolean specifying if a texture is used in the material.
  109310. */
  109311. hasTexture(texture: BaseTexture): boolean;
  109312. /**
  109313. * Returns an array of the actively used textures.
  109314. * @param activeTextures Array of BaseTextures
  109315. */
  109316. getActiveTextures(activeTextures: BaseTexture[]): void;
  109317. /**
  109318. * Returns the animatable textures.
  109319. * @param animatables Array of animatable textures.
  109320. */
  109321. getAnimatables(animatables: IAnimatable[]): void;
  109322. /**
  109323. * Disposes the resources of the material.
  109324. * @param forceDisposeTextures - Forces the disposal of all textures.
  109325. */
  109326. dispose(forceDisposeTextures?: boolean): void;
  109327. /**
  109328. * Get the current class name of the texture useful for serialization or dynamic coding.
  109329. * @returns "PBRSheenConfiguration"
  109330. */
  109331. getClassName(): string;
  109332. /**
  109333. * Add fallbacks to the effect fallbacks list.
  109334. * @param defines defines the Base texture to use.
  109335. * @param fallbacks defines the current fallback list.
  109336. * @param currentRank defines the current fallback rank.
  109337. * @returns the new fallback rank.
  109338. */
  109339. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109340. /**
  109341. * Add the required uniforms to the current list.
  109342. * @param uniforms defines the current uniform list.
  109343. */
  109344. static AddUniforms(uniforms: string[]): void;
  109345. /**
  109346. * Add the required uniforms to the current buffer.
  109347. * @param uniformBuffer defines the current uniform buffer.
  109348. */
  109349. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109350. /**
  109351. * Add the required samplers to the current list.
  109352. * @param samplers defines the current sampler list.
  109353. */
  109354. static AddSamplers(samplers: string[]): void;
  109355. /**
  109356. * Makes a duplicate of the current configuration into another one.
  109357. * @param sheenConfiguration define the config where to copy the info
  109358. */
  109359. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109360. /**
  109361. * Serializes this BRDF configuration.
  109362. * @returns - An object with the serialized config.
  109363. */
  109364. serialize(): any;
  109365. /**
  109366. * Parses a anisotropy Configuration from a serialized object.
  109367. * @param source - Serialized object.
  109368. * @param scene Defines the scene we are parsing for
  109369. * @param rootUrl Defines the rootUrl to load from
  109370. */
  109371. parse(source: any, scene: Scene, rootUrl: string): void;
  109372. }
  109373. }
  109374. declare module BABYLON {
  109375. /**
  109376. * @hidden
  109377. */
  109378. export interface IMaterialSubSurfaceDefines {
  109379. SUBSURFACE: boolean;
  109380. SS_REFRACTION: boolean;
  109381. SS_TRANSLUCENCY: boolean;
  109382. SS_SCATERRING: boolean;
  109383. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109384. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109385. SS_REFRACTIONMAP_3D: boolean;
  109386. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109387. SS_LODINREFRACTIONALPHA: boolean;
  109388. SS_GAMMAREFRACTION: boolean;
  109389. SS_RGBDREFRACTION: boolean;
  109390. SS_LINEARSPECULARREFRACTION: boolean;
  109391. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109392. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109393. /** @hidden */
  109394. _areTexturesDirty: boolean;
  109395. }
  109396. /**
  109397. * Define the code related to the sub surface parameters of the pbr material.
  109398. */
  109399. export class PBRSubSurfaceConfiguration {
  109400. private _isRefractionEnabled;
  109401. /**
  109402. * Defines if the refraction is enabled in the material.
  109403. */
  109404. isRefractionEnabled: boolean;
  109405. private _isTranslucencyEnabled;
  109406. /**
  109407. * Defines if the translucency is enabled in the material.
  109408. */
  109409. isTranslucencyEnabled: boolean;
  109410. private _isScatteringEnabled;
  109411. /**
  109412. * Defines the refraction intensity of the material.
  109413. * The refraction when enabled replaces the Diffuse part of the material.
  109414. * The intensity helps transitionning between diffuse and refraction.
  109415. */
  109416. refractionIntensity: number;
  109417. /**
  109418. * Defines the translucency intensity of the material.
  109419. * When translucency has been enabled, this defines how much of the "translucency"
  109420. * is addded to the diffuse part of the material.
  109421. */
  109422. translucencyIntensity: number;
  109423. /**
  109424. * Defines the scattering intensity of the material.
  109425. * When scattering has been enabled, this defines how much of the "scattered light"
  109426. * is addded to the diffuse part of the material.
  109427. */
  109428. scatteringIntensity: number;
  109429. private _thicknessTexture;
  109430. /**
  109431. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109432. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109433. * 0 would mean minimumThickness
  109434. * 1 would mean maximumThickness
  109435. * The other channels might be use as a mask to vary the different effects intensity.
  109436. */
  109437. thicknessTexture: Nullable<BaseTexture>;
  109438. private _refractionTexture;
  109439. /**
  109440. * Defines the texture to use for refraction.
  109441. */
  109442. refractionTexture: Nullable<BaseTexture>;
  109443. private _indexOfRefraction;
  109444. /**
  109445. * Defines the index of refraction used in the material.
  109446. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109447. */
  109448. indexOfRefraction: number;
  109449. private _invertRefractionY;
  109450. /**
  109451. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109452. */
  109453. invertRefractionY: boolean;
  109454. private _linkRefractionWithTransparency;
  109455. /**
  109456. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109457. * Materials half opaque for instance using refraction could benefit from this control.
  109458. */
  109459. linkRefractionWithTransparency: boolean;
  109460. /**
  109461. * Defines the minimum thickness stored in the thickness map.
  109462. * If no thickness map is defined, this value will be used to simulate thickness.
  109463. */
  109464. minimumThickness: number;
  109465. /**
  109466. * Defines the maximum thickness stored in the thickness map.
  109467. */
  109468. maximumThickness: number;
  109469. /**
  109470. * Defines the volume tint of the material.
  109471. * This is used for both translucency and scattering.
  109472. */
  109473. tintColor: Color3;
  109474. /**
  109475. * Defines the distance at which the tint color should be found in the media.
  109476. * This is used for refraction only.
  109477. */
  109478. tintColorAtDistance: number;
  109479. /**
  109480. * Defines how far each channel transmit through the media.
  109481. * It is defined as a color to simplify it selection.
  109482. */
  109483. diffusionDistance: Color3;
  109484. private _useMaskFromThicknessTexture;
  109485. /**
  109486. * Stores the intensity of the different subsurface effects in the thickness texture.
  109487. * * the green channel is the translucency intensity.
  109488. * * the blue channel is the scattering intensity.
  109489. * * the alpha channel is the refraction intensity.
  109490. */
  109491. useMaskFromThicknessTexture: boolean;
  109492. /** @hidden */
  109493. private _internalMarkAllSubMeshesAsTexturesDirty;
  109494. /** @hidden */
  109495. _markAllSubMeshesAsTexturesDirty(): void;
  109496. /**
  109497. * Instantiate a new istance of sub surface configuration.
  109498. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109499. */
  109500. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109501. /**
  109502. * Gets wehter the submesh is ready to be used or not.
  109503. * @param defines the list of "defines" to update.
  109504. * @param scene defines the scene the material belongs to.
  109505. * @returns - boolean indicating that the submesh is ready or not.
  109506. */
  109507. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109508. /**
  109509. * Checks to see if a texture is used in the material.
  109510. * @param defines the list of "defines" to update.
  109511. * @param scene defines the scene to the material belongs to.
  109512. */
  109513. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109514. /**
  109515. * Binds the material data.
  109516. * @param uniformBuffer defines the Uniform buffer to fill in.
  109517. * @param scene defines the scene the material belongs to.
  109518. * @param engine defines the engine the material belongs to.
  109519. * @param isFrozen defines wether the material is frozen or not.
  109520. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109521. */
  109522. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109523. /**
  109524. * Unbinds the material from the mesh.
  109525. * @param activeEffect defines the effect that should be unbound from.
  109526. * @returns true if unbound, otherwise false
  109527. */
  109528. unbind(activeEffect: Effect): boolean;
  109529. /**
  109530. * Returns the texture used for refraction or null if none is used.
  109531. * @param scene defines the scene the material belongs to.
  109532. * @returns - Refraction texture if present. If no refraction texture and refraction
  109533. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109534. */
  109535. private _getRefractionTexture;
  109536. /**
  109537. * Returns true if alpha blending should be disabled.
  109538. */
  109539. readonly disableAlphaBlending: boolean;
  109540. /**
  109541. * Fills the list of render target textures.
  109542. * @param renderTargets the list of render targets to update
  109543. */
  109544. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109545. /**
  109546. * Checks to see if a texture is used in the material.
  109547. * @param texture - Base texture to use.
  109548. * @returns - Boolean specifying if a texture is used in the material.
  109549. */
  109550. hasTexture(texture: BaseTexture): boolean;
  109551. /**
  109552. * Gets a boolean indicating that current material needs to register RTT
  109553. * @returns true if this uses a render target otherwise false.
  109554. */
  109555. hasRenderTargetTextures(): boolean;
  109556. /**
  109557. * Returns an array of the actively used textures.
  109558. * @param activeTextures Array of BaseTextures
  109559. */
  109560. getActiveTextures(activeTextures: BaseTexture[]): void;
  109561. /**
  109562. * Returns the animatable textures.
  109563. * @param animatables Array of animatable textures.
  109564. */
  109565. getAnimatables(animatables: IAnimatable[]): void;
  109566. /**
  109567. * Disposes the resources of the material.
  109568. * @param forceDisposeTextures - Forces the disposal of all textures.
  109569. */
  109570. dispose(forceDisposeTextures?: boolean): void;
  109571. /**
  109572. * Get the current class name of the texture useful for serialization or dynamic coding.
  109573. * @returns "PBRSubSurfaceConfiguration"
  109574. */
  109575. getClassName(): string;
  109576. /**
  109577. * Add fallbacks to the effect fallbacks list.
  109578. * @param defines defines the Base texture to use.
  109579. * @param fallbacks defines the current fallback list.
  109580. * @param currentRank defines the current fallback rank.
  109581. * @returns the new fallback rank.
  109582. */
  109583. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109584. /**
  109585. * Add the required uniforms to the current list.
  109586. * @param uniforms defines the current uniform list.
  109587. */
  109588. static AddUniforms(uniforms: string[]): void;
  109589. /**
  109590. * Add the required samplers to the current list.
  109591. * @param samplers defines the current sampler list.
  109592. */
  109593. static AddSamplers(samplers: string[]): void;
  109594. /**
  109595. * Add the required uniforms to the current buffer.
  109596. * @param uniformBuffer defines the current uniform buffer.
  109597. */
  109598. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109599. /**
  109600. * Makes a duplicate of the current configuration into another one.
  109601. * @param configuration define the config where to copy the info
  109602. */
  109603. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109604. /**
  109605. * Serializes this Sub Surface configuration.
  109606. * @returns - An object with the serialized config.
  109607. */
  109608. serialize(): any;
  109609. /**
  109610. * Parses a anisotropy Configuration from a serialized object.
  109611. * @param source - Serialized object.
  109612. * @param scene Defines the scene we are parsing for
  109613. * @param rootUrl Defines the rootUrl to load from
  109614. */
  109615. parse(source: any, scene: Scene, rootUrl: string): void;
  109616. }
  109617. }
  109618. declare module BABYLON {
  109619. /** @hidden */
  109620. export var pbrFragmentDeclaration: {
  109621. name: string;
  109622. shader: string;
  109623. };
  109624. }
  109625. declare module BABYLON {
  109626. /** @hidden */
  109627. export var pbrUboDeclaration: {
  109628. name: string;
  109629. shader: string;
  109630. };
  109631. }
  109632. declare module BABYLON {
  109633. /** @hidden */
  109634. export var pbrFragmentExtraDeclaration: {
  109635. name: string;
  109636. shader: string;
  109637. };
  109638. }
  109639. declare module BABYLON {
  109640. /** @hidden */
  109641. export var pbrFragmentSamplersDeclaration: {
  109642. name: string;
  109643. shader: string;
  109644. };
  109645. }
  109646. declare module BABYLON {
  109647. /** @hidden */
  109648. export var pbrHelperFunctions: {
  109649. name: string;
  109650. shader: string;
  109651. };
  109652. }
  109653. declare module BABYLON {
  109654. /** @hidden */
  109655. export var harmonicsFunctions: {
  109656. name: string;
  109657. shader: string;
  109658. };
  109659. }
  109660. declare module BABYLON {
  109661. /** @hidden */
  109662. export var pbrDirectLightingSetupFunctions: {
  109663. name: string;
  109664. shader: string;
  109665. };
  109666. }
  109667. declare module BABYLON {
  109668. /** @hidden */
  109669. export var pbrDirectLightingFalloffFunctions: {
  109670. name: string;
  109671. shader: string;
  109672. };
  109673. }
  109674. declare module BABYLON {
  109675. /** @hidden */
  109676. export var pbrBRDFFunctions: {
  109677. name: string;
  109678. shader: string;
  109679. };
  109680. }
  109681. declare module BABYLON {
  109682. /** @hidden */
  109683. export var pbrDirectLightingFunctions: {
  109684. name: string;
  109685. shader: string;
  109686. };
  109687. }
  109688. declare module BABYLON {
  109689. /** @hidden */
  109690. export var pbrIBLFunctions: {
  109691. name: string;
  109692. shader: string;
  109693. };
  109694. }
  109695. declare module BABYLON {
  109696. /** @hidden */
  109697. export var pbrDebug: {
  109698. name: string;
  109699. shader: string;
  109700. };
  109701. }
  109702. declare module BABYLON {
  109703. /** @hidden */
  109704. export var pbrPixelShader: {
  109705. name: string;
  109706. shader: string;
  109707. };
  109708. }
  109709. declare module BABYLON {
  109710. /** @hidden */
  109711. export var pbrVertexDeclaration: {
  109712. name: string;
  109713. shader: string;
  109714. };
  109715. }
  109716. declare module BABYLON {
  109717. /** @hidden */
  109718. export var pbrVertexShader: {
  109719. name: string;
  109720. shader: string;
  109721. };
  109722. }
  109723. declare module BABYLON {
  109724. /**
  109725. * Manages the defines for the PBR Material.
  109726. * @hidden
  109727. */
  109728. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109729. PBR: boolean;
  109730. MAINUV1: boolean;
  109731. MAINUV2: boolean;
  109732. UV1: boolean;
  109733. UV2: boolean;
  109734. ALBEDO: boolean;
  109735. ALBEDODIRECTUV: number;
  109736. VERTEXCOLOR: boolean;
  109737. AMBIENT: boolean;
  109738. AMBIENTDIRECTUV: number;
  109739. AMBIENTINGRAYSCALE: boolean;
  109740. OPACITY: boolean;
  109741. VERTEXALPHA: boolean;
  109742. OPACITYDIRECTUV: number;
  109743. OPACITYRGB: boolean;
  109744. ALPHATEST: boolean;
  109745. DEPTHPREPASS: boolean;
  109746. ALPHABLEND: boolean;
  109747. ALPHAFROMALBEDO: boolean;
  109748. ALPHATESTVALUE: string;
  109749. SPECULAROVERALPHA: boolean;
  109750. RADIANCEOVERALPHA: boolean;
  109751. ALPHAFRESNEL: boolean;
  109752. LINEARALPHAFRESNEL: boolean;
  109753. PREMULTIPLYALPHA: boolean;
  109754. EMISSIVE: boolean;
  109755. EMISSIVEDIRECTUV: number;
  109756. REFLECTIVITY: boolean;
  109757. REFLECTIVITYDIRECTUV: number;
  109758. SPECULARTERM: boolean;
  109759. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109760. MICROSURFACEAUTOMATIC: boolean;
  109761. LODBASEDMICROSFURACE: boolean;
  109762. MICROSURFACEMAP: boolean;
  109763. MICROSURFACEMAPDIRECTUV: number;
  109764. METALLICWORKFLOW: boolean;
  109765. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109766. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109767. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109768. AOSTOREINMETALMAPRED: boolean;
  109769. ENVIRONMENTBRDF: boolean;
  109770. ENVIRONMENTBRDF_RGBD: boolean;
  109771. NORMAL: boolean;
  109772. TANGENT: boolean;
  109773. BUMP: boolean;
  109774. BUMPDIRECTUV: number;
  109775. OBJECTSPACE_NORMALMAP: boolean;
  109776. PARALLAX: boolean;
  109777. PARALLAXOCCLUSION: boolean;
  109778. NORMALXYSCALE: boolean;
  109779. LIGHTMAP: boolean;
  109780. LIGHTMAPDIRECTUV: number;
  109781. USELIGHTMAPASSHADOWMAP: boolean;
  109782. GAMMALIGHTMAP: boolean;
  109783. REFLECTION: boolean;
  109784. REFLECTIONMAP_3D: boolean;
  109785. REFLECTIONMAP_SPHERICAL: boolean;
  109786. REFLECTIONMAP_PLANAR: boolean;
  109787. REFLECTIONMAP_CUBIC: boolean;
  109788. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109789. REFLECTIONMAP_PROJECTION: boolean;
  109790. REFLECTIONMAP_SKYBOX: boolean;
  109791. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109792. REFLECTIONMAP_EXPLICIT: boolean;
  109793. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109794. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109795. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109796. INVERTCUBICMAP: boolean;
  109797. USESPHERICALFROMREFLECTIONMAP: boolean;
  109798. USEIRRADIANCEMAP: boolean;
  109799. SPHERICAL_HARMONICS: boolean;
  109800. USESPHERICALINVERTEX: boolean;
  109801. REFLECTIONMAP_OPPOSITEZ: boolean;
  109802. LODINREFLECTIONALPHA: boolean;
  109803. GAMMAREFLECTION: boolean;
  109804. RGBDREFLECTION: boolean;
  109805. LINEARSPECULARREFLECTION: boolean;
  109806. RADIANCEOCCLUSION: boolean;
  109807. HORIZONOCCLUSION: boolean;
  109808. INSTANCES: boolean;
  109809. NUM_BONE_INFLUENCERS: number;
  109810. BonesPerMesh: number;
  109811. BONETEXTURE: boolean;
  109812. NONUNIFORMSCALING: boolean;
  109813. MORPHTARGETS: boolean;
  109814. MORPHTARGETS_NORMAL: boolean;
  109815. MORPHTARGETS_TANGENT: boolean;
  109816. MORPHTARGETS_UV: boolean;
  109817. NUM_MORPH_INFLUENCERS: number;
  109818. IMAGEPROCESSING: boolean;
  109819. VIGNETTE: boolean;
  109820. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109821. VIGNETTEBLENDMODEOPAQUE: boolean;
  109822. TONEMAPPING: boolean;
  109823. TONEMAPPING_ACES: boolean;
  109824. CONTRAST: boolean;
  109825. COLORCURVES: boolean;
  109826. COLORGRADING: boolean;
  109827. COLORGRADING3D: boolean;
  109828. SAMPLER3DGREENDEPTH: boolean;
  109829. SAMPLER3DBGRMAP: boolean;
  109830. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109831. EXPOSURE: boolean;
  109832. MULTIVIEW: boolean;
  109833. USEPHYSICALLIGHTFALLOFF: boolean;
  109834. USEGLTFLIGHTFALLOFF: boolean;
  109835. TWOSIDEDLIGHTING: boolean;
  109836. SHADOWFLOAT: boolean;
  109837. CLIPPLANE: boolean;
  109838. CLIPPLANE2: boolean;
  109839. CLIPPLANE3: boolean;
  109840. CLIPPLANE4: boolean;
  109841. POINTSIZE: boolean;
  109842. FOG: boolean;
  109843. LOGARITHMICDEPTH: boolean;
  109844. FORCENORMALFORWARD: boolean;
  109845. SPECULARAA: boolean;
  109846. CLEARCOAT: boolean;
  109847. CLEARCOAT_DEFAULTIOR: boolean;
  109848. CLEARCOAT_TEXTURE: boolean;
  109849. CLEARCOAT_TEXTUREDIRECTUV: number;
  109850. CLEARCOAT_BUMP: boolean;
  109851. CLEARCOAT_BUMPDIRECTUV: number;
  109852. CLEARCOAT_TINT: boolean;
  109853. CLEARCOAT_TINT_TEXTURE: boolean;
  109854. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109855. ANISOTROPIC: boolean;
  109856. ANISOTROPIC_TEXTURE: boolean;
  109857. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109858. BRDF_V_HEIGHT_CORRELATED: boolean;
  109859. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109860. SHEEN: boolean;
  109861. SHEEN_TEXTURE: boolean;
  109862. SHEEN_TEXTUREDIRECTUV: number;
  109863. SHEEN_LINKWITHALBEDO: boolean;
  109864. SUBSURFACE: boolean;
  109865. SS_REFRACTION: boolean;
  109866. SS_TRANSLUCENCY: boolean;
  109867. SS_SCATERRING: boolean;
  109868. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109869. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109870. SS_REFRACTIONMAP_3D: boolean;
  109871. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109872. SS_LODINREFRACTIONALPHA: boolean;
  109873. SS_GAMMAREFRACTION: boolean;
  109874. SS_RGBDREFRACTION: boolean;
  109875. SS_LINEARSPECULARREFRACTION: boolean;
  109876. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109877. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109878. UNLIT: boolean;
  109879. DEBUGMODE: number;
  109880. /**
  109881. * Initializes the PBR Material defines.
  109882. */
  109883. constructor();
  109884. /**
  109885. * Resets the PBR Material defines.
  109886. */
  109887. reset(): void;
  109888. }
  109889. /**
  109890. * The Physically based material base class of BJS.
  109891. *
  109892. * This offers the main features of a standard PBR material.
  109893. * For more information, please refer to the documentation :
  109894. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109895. */
  109896. export abstract class PBRBaseMaterial extends PushMaterial {
  109897. /**
  109898. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109899. */
  109900. static readonly PBRMATERIAL_OPAQUE: number;
  109901. /**
  109902. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109903. */
  109904. static readonly PBRMATERIAL_ALPHATEST: number;
  109905. /**
  109906. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109907. */
  109908. static readonly PBRMATERIAL_ALPHABLEND: number;
  109909. /**
  109910. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109911. * They are also discarded below the alpha cutoff threshold to improve performances.
  109912. */
  109913. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109914. /**
  109915. * Defines the default value of how much AO map is occluding the analytical lights
  109916. * (point spot...).
  109917. */
  109918. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109919. /**
  109920. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  109921. */
  109922. static readonly LIGHTFALLOFF_PHYSICAL: number;
  109923. /**
  109924. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  109925. * to enhance interoperability with other engines.
  109926. */
  109927. static readonly LIGHTFALLOFF_GLTF: number;
  109928. /**
  109929. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  109930. * to enhance interoperability with other materials.
  109931. */
  109932. static readonly LIGHTFALLOFF_STANDARD: number;
  109933. /**
  109934. * Intensity of the direct lights e.g. the four lights available in your scene.
  109935. * This impacts both the direct diffuse and specular highlights.
  109936. */
  109937. protected _directIntensity: number;
  109938. /**
  109939. * Intensity of the emissive part of the material.
  109940. * This helps controlling the emissive effect without modifying the emissive color.
  109941. */
  109942. protected _emissiveIntensity: number;
  109943. /**
  109944. * Intensity of the environment e.g. how much the environment will light the object
  109945. * either through harmonics for rough material or through the refelction for shiny ones.
  109946. */
  109947. protected _environmentIntensity: number;
  109948. /**
  109949. * This is a special control allowing the reduction of the specular highlights coming from the
  109950. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109951. */
  109952. protected _specularIntensity: number;
  109953. /**
  109954. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  109955. */
  109956. private _lightingInfos;
  109957. /**
  109958. * Debug Control allowing disabling the bump map on this material.
  109959. */
  109960. protected _disableBumpMap: boolean;
  109961. /**
  109962. * AKA Diffuse Texture in standard nomenclature.
  109963. */
  109964. protected _albedoTexture: Nullable<BaseTexture>;
  109965. /**
  109966. * AKA Occlusion Texture in other nomenclature.
  109967. */
  109968. protected _ambientTexture: Nullable<BaseTexture>;
  109969. /**
  109970. * AKA Occlusion Texture Intensity in other nomenclature.
  109971. */
  109972. protected _ambientTextureStrength: number;
  109973. /**
  109974. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109975. * 1 means it completely occludes it
  109976. * 0 mean it has no impact
  109977. */
  109978. protected _ambientTextureImpactOnAnalyticalLights: number;
  109979. /**
  109980. * Stores the alpha values in a texture.
  109981. */
  109982. protected _opacityTexture: Nullable<BaseTexture>;
  109983. /**
  109984. * Stores the reflection values in a texture.
  109985. */
  109986. protected _reflectionTexture: Nullable<BaseTexture>;
  109987. /**
  109988. * Stores the emissive values in a texture.
  109989. */
  109990. protected _emissiveTexture: Nullable<BaseTexture>;
  109991. /**
  109992. * AKA Specular texture in other nomenclature.
  109993. */
  109994. protected _reflectivityTexture: Nullable<BaseTexture>;
  109995. /**
  109996. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109997. */
  109998. protected _metallicTexture: Nullable<BaseTexture>;
  109999. /**
  110000. * Specifies the metallic scalar of the metallic/roughness workflow.
  110001. * Can also be used to scale the metalness values of the metallic texture.
  110002. */
  110003. protected _metallic: Nullable<number>;
  110004. /**
  110005. * Specifies the roughness scalar of the metallic/roughness workflow.
  110006. * Can also be used to scale the roughness values of the metallic texture.
  110007. */
  110008. protected _roughness: Nullable<number>;
  110009. /**
  110010. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110011. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110012. */
  110013. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110014. /**
  110015. * Stores surface normal data used to displace a mesh in a texture.
  110016. */
  110017. protected _bumpTexture: Nullable<BaseTexture>;
  110018. /**
  110019. * Stores the pre-calculated light information of a mesh in a texture.
  110020. */
  110021. protected _lightmapTexture: Nullable<BaseTexture>;
  110022. /**
  110023. * The color of a material in ambient lighting.
  110024. */
  110025. protected _ambientColor: Color3;
  110026. /**
  110027. * AKA Diffuse Color in other nomenclature.
  110028. */
  110029. protected _albedoColor: Color3;
  110030. /**
  110031. * AKA Specular Color in other nomenclature.
  110032. */
  110033. protected _reflectivityColor: Color3;
  110034. /**
  110035. * The color applied when light is reflected from a material.
  110036. */
  110037. protected _reflectionColor: Color3;
  110038. /**
  110039. * The color applied when light is emitted from a material.
  110040. */
  110041. protected _emissiveColor: Color3;
  110042. /**
  110043. * AKA Glossiness in other nomenclature.
  110044. */
  110045. protected _microSurface: number;
  110046. /**
  110047. * Specifies that the material will use the light map as a show map.
  110048. */
  110049. protected _useLightmapAsShadowmap: boolean;
  110050. /**
  110051. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110052. * makes the reflect vector face the model (under horizon).
  110053. */
  110054. protected _useHorizonOcclusion: boolean;
  110055. /**
  110056. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110057. * too much the area relying on ambient texture to define their ambient occlusion.
  110058. */
  110059. protected _useRadianceOcclusion: boolean;
  110060. /**
  110061. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110062. */
  110063. protected _useAlphaFromAlbedoTexture: boolean;
  110064. /**
  110065. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110066. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110067. */
  110068. protected _useSpecularOverAlpha: boolean;
  110069. /**
  110070. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110071. */
  110072. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110073. /**
  110074. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110075. */
  110076. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110077. /**
  110078. * Specifies if the metallic texture contains the roughness information in its green channel.
  110079. */
  110080. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110081. /**
  110082. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110083. */
  110084. protected _useMetallnessFromMetallicTextureBlue: boolean;
  110085. /**
  110086. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110087. */
  110088. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  110089. /**
  110090. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110091. */
  110092. protected _useAmbientInGrayScale: boolean;
  110093. /**
  110094. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110095. * The material will try to infer what glossiness each pixel should be.
  110096. */
  110097. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  110098. /**
  110099. * Defines the falloff type used in this material.
  110100. * It by default is Physical.
  110101. */
  110102. protected _lightFalloff: number;
  110103. /**
  110104. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110105. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110106. */
  110107. protected _useRadianceOverAlpha: boolean;
  110108. /**
  110109. * Allows using an object space normal map (instead of tangent space).
  110110. */
  110111. protected _useObjectSpaceNormalMap: boolean;
  110112. /**
  110113. * Allows using the bump map in parallax mode.
  110114. */
  110115. protected _useParallax: boolean;
  110116. /**
  110117. * Allows using the bump map in parallax occlusion mode.
  110118. */
  110119. protected _useParallaxOcclusion: boolean;
  110120. /**
  110121. * Controls the scale bias of the parallax mode.
  110122. */
  110123. protected _parallaxScaleBias: number;
  110124. /**
  110125. * If sets to true, disables all the lights affecting the material.
  110126. */
  110127. protected _disableLighting: boolean;
  110128. /**
  110129. * Number of Simultaneous lights allowed on the material.
  110130. */
  110131. protected _maxSimultaneousLights: number;
  110132. /**
  110133. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110134. */
  110135. protected _invertNormalMapX: boolean;
  110136. /**
  110137. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110138. */
  110139. protected _invertNormalMapY: boolean;
  110140. /**
  110141. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110142. */
  110143. protected _twoSidedLighting: boolean;
  110144. /**
  110145. * Defines the alpha limits in alpha test mode.
  110146. */
  110147. protected _alphaCutOff: number;
  110148. /**
  110149. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110150. */
  110151. protected _forceAlphaTest: boolean;
  110152. /**
  110153. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110154. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110155. */
  110156. protected _useAlphaFresnel: boolean;
  110157. /**
  110158. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110159. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110160. */
  110161. protected _useLinearAlphaFresnel: boolean;
  110162. /**
  110163. * The transparency mode of the material.
  110164. */
  110165. protected _transparencyMode: Nullable<number>;
  110166. /**
  110167. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110168. * from cos thetav and roughness:
  110169. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110170. */
  110171. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110172. /**
  110173. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110174. */
  110175. protected _forceIrradianceInFragment: boolean;
  110176. /**
  110177. * Force normal to face away from face.
  110178. */
  110179. protected _forceNormalForward: boolean;
  110180. /**
  110181. * Enables specular anti aliasing in the PBR shader.
  110182. * It will both interacts on the Geometry for analytical and IBL lighting.
  110183. * It also prefilter the roughness map based on the bump values.
  110184. */
  110185. protected _enableSpecularAntiAliasing: boolean;
  110186. /**
  110187. * Default configuration related to image processing available in the PBR Material.
  110188. */
  110189. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110190. /**
  110191. * Keep track of the image processing observer to allow dispose and replace.
  110192. */
  110193. private _imageProcessingObserver;
  110194. /**
  110195. * Attaches a new image processing configuration to the PBR Material.
  110196. * @param configuration
  110197. */
  110198. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110199. /**
  110200. * Stores the available render targets.
  110201. */
  110202. private _renderTargets;
  110203. /**
  110204. * Sets the global ambient color for the material used in lighting calculations.
  110205. */
  110206. private _globalAmbientColor;
  110207. /**
  110208. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110209. */
  110210. private _useLogarithmicDepth;
  110211. /**
  110212. * If set to true, no lighting calculations will be applied.
  110213. */
  110214. private _unlit;
  110215. private _debugMode;
  110216. /**
  110217. * @hidden
  110218. * This is reserved for the inspector.
  110219. * Defines the material debug mode.
  110220. * It helps seeing only some components of the material while troubleshooting.
  110221. */
  110222. debugMode: number;
  110223. /**
  110224. * @hidden
  110225. * This is reserved for the inspector.
  110226. * Specify from where on screen the debug mode should start.
  110227. * The value goes from -1 (full screen) to 1 (not visible)
  110228. * It helps with side by side comparison against the final render
  110229. * This defaults to -1
  110230. */
  110231. private debugLimit;
  110232. /**
  110233. * @hidden
  110234. * This is reserved for the inspector.
  110235. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110236. * You can use the factor to better multiply the final value.
  110237. */
  110238. private debugFactor;
  110239. /**
  110240. * Defines the clear coat layer parameters for the material.
  110241. */
  110242. readonly clearCoat: PBRClearCoatConfiguration;
  110243. /**
  110244. * Defines the anisotropic parameters for the material.
  110245. */
  110246. readonly anisotropy: PBRAnisotropicConfiguration;
  110247. /**
  110248. * Defines the BRDF parameters for the material.
  110249. */
  110250. readonly brdf: PBRBRDFConfiguration;
  110251. /**
  110252. * Defines the Sheen parameters for the material.
  110253. */
  110254. readonly sheen: PBRSheenConfiguration;
  110255. /**
  110256. * Defines the SubSurface parameters for the material.
  110257. */
  110258. readonly subSurface: PBRSubSurfaceConfiguration;
  110259. /**
  110260. * Custom callback helping to override the default shader used in the material.
  110261. */
  110262. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110263. /**
  110264. * Instantiates a new PBRMaterial instance.
  110265. *
  110266. * @param name The material name
  110267. * @param scene The scene the material will be use in.
  110268. */
  110269. constructor(name: string, scene: Scene);
  110270. /**
  110271. * Gets a boolean indicating that current material needs to register RTT
  110272. */
  110273. readonly hasRenderTargetTextures: boolean;
  110274. /**
  110275. * Gets the name of the material class.
  110276. */
  110277. getClassName(): string;
  110278. /**
  110279. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110280. */
  110281. /**
  110282. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110283. */
  110284. useLogarithmicDepth: boolean;
  110285. /**
  110286. * Gets the current transparency mode.
  110287. */
  110288. /**
  110289. * Sets the transparency mode of the material.
  110290. *
  110291. * | Value | Type | Description |
  110292. * | ----- | ----------------------------------- | ----------- |
  110293. * | 0 | OPAQUE | |
  110294. * | 1 | ALPHATEST | |
  110295. * | 2 | ALPHABLEND | |
  110296. * | 3 | ALPHATESTANDBLEND | |
  110297. *
  110298. */
  110299. transparencyMode: Nullable<number>;
  110300. /**
  110301. * Returns true if alpha blending should be disabled.
  110302. */
  110303. private readonly _disableAlphaBlending;
  110304. /**
  110305. * Specifies whether or not this material should be rendered in alpha blend mode.
  110306. */
  110307. needAlphaBlending(): boolean;
  110308. /**
  110309. * Specifies if the mesh will require alpha blending.
  110310. * @param mesh - BJS mesh.
  110311. */
  110312. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110313. /**
  110314. * Specifies whether or not this material should be rendered in alpha test mode.
  110315. */
  110316. needAlphaTesting(): boolean;
  110317. /**
  110318. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110319. */
  110320. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110321. /**
  110322. * Gets the texture used for the alpha test.
  110323. */
  110324. getAlphaTestTexture(): Nullable<BaseTexture>;
  110325. /**
  110326. * Specifies that the submesh is ready to be used.
  110327. * @param mesh - BJS mesh.
  110328. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110329. * @param useInstances - Specifies that instances should be used.
  110330. * @returns - boolean indicating that the submesh is ready or not.
  110331. */
  110332. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110333. /**
  110334. * Specifies if the material uses metallic roughness workflow.
  110335. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110336. */
  110337. isMetallicWorkflow(): boolean;
  110338. private _prepareEffect;
  110339. private _prepareDefines;
  110340. /**
  110341. * Force shader compilation
  110342. */
  110343. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110344. clipPlane: boolean;
  110345. }>): void;
  110346. /**
  110347. * Initializes the uniform buffer layout for the shader.
  110348. */
  110349. buildUniformLayout(): void;
  110350. /**
  110351. * Unbinds the material from the mesh
  110352. */
  110353. unbind(): void;
  110354. /**
  110355. * Binds the submesh data.
  110356. * @param world - The world matrix.
  110357. * @param mesh - The BJS mesh.
  110358. * @param subMesh - A submesh of the BJS mesh.
  110359. */
  110360. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110361. /**
  110362. * Returns the animatable textures.
  110363. * @returns - Array of animatable textures.
  110364. */
  110365. getAnimatables(): IAnimatable[];
  110366. /**
  110367. * Returns the texture used for reflections.
  110368. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110369. */
  110370. private _getReflectionTexture;
  110371. /**
  110372. * Returns an array of the actively used textures.
  110373. * @returns - Array of BaseTextures
  110374. */
  110375. getActiveTextures(): BaseTexture[];
  110376. /**
  110377. * Checks to see if a texture is used in the material.
  110378. * @param texture - Base texture to use.
  110379. * @returns - Boolean specifying if a texture is used in the material.
  110380. */
  110381. hasTexture(texture: BaseTexture): boolean;
  110382. /**
  110383. * Disposes the resources of the material.
  110384. * @param forceDisposeEffect - Forces the disposal of effects.
  110385. * @param forceDisposeTextures - Forces the disposal of all textures.
  110386. */
  110387. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110388. }
  110389. }
  110390. declare module BABYLON {
  110391. /**
  110392. * The Physically based material of BJS.
  110393. *
  110394. * This offers the main features of a standard PBR material.
  110395. * For more information, please refer to the documentation :
  110396. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110397. */
  110398. export class PBRMaterial extends PBRBaseMaterial {
  110399. /**
  110400. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110401. */
  110402. static readonly PBRMATERIAL_OPAQUE: number;
  110403. /**
  110404. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110405. */
  110406. static readonly PBRMATERIAL_ALPHATEST: number;
  110407. /**
  110408. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110409. */
  110410. static readonly PBRMATERIAL_ALPHABLEND: number;
  110411. /**
  110412. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110413. * They are also discarded below the alpha cutoff threshold to improve performances.
  110414. */
  110415. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110416. /**
  110417. * Defines the default value of how much AO map is occluding the analytical lights
  110418. * (point spot...).
  110419. */
  110420. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110421. /**
  110422. * Intensity of the direct lights e.g. the four lights available in your scene.
  110423. * This impacts both the direct diffuse and specular highlights.
  110424. */
  110425. directIntensity: number;
  110426. /**
  110427. * Intensity of the emissive part of the material.
  110428. * This helps controlling the emissive effect without modifying the emissive color.
  110429. */
  110430. emissiveIntensity: number;
  110431. /**
  110432. * Intensity of the environment e.g. how much the environment will light the object
  110433. * either through harmonics for rough material or through the refelction for shiny ones.
  110434. */
  110435. environmentIntensity: number;
  110436. /**
  110437. * This is a special control allowing the reduction of the specular highlights coming from the
  110438. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110439. */
  110440. specularIntensity: number;
  110441. /**
  110442. * Debug Control allowing disabling the bump map on this material.
  110443. */
  110444. disableBumpMap: boolean;
  110445. /**
  110446. * AKA Diffuse Texture in standard nomenclature.
  110447. */
  110448. albedoTexture: BaseTexture;
  110449. /**
  110450. * AKA Occlusion Texture in other nomenclature.
  110451. */
  110452. ambientTexture: BaseTexture;
  110453. /**
  110454. * AKA Occlusion Texture Intensity in other nomenclature.
  110455. */
  110456. ambientTextureStrength: number;
  110457. /**
  110458. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110459. * 1 means it completely occludes it
  110460. * 0 mean it has no impact
  110461. */
  110462. ambientTextureImpactOnAnalyticalLights: number;
  110463. /**
  110464. * Stores the alpha values in a texture.
  110465. */
  110466. opacityTexture: BaseTexture;
  110467. /**
  110468. * Stores the reflection values in a texture.
  110469. */
  110470. reflectionTexture: Nullable<BaseTexture>;
  110471. /**
  110472. * Stores the emissive values in a texture.
  110473. */
  110474. emissiveTexture: BaseTexture;
  110475. /**
  110476. * AKA Specular texture in other nomenclature.
  110477. */
  110478. reflectivityTexture: BaseTexture;
  110479. /**
  110480. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110481. */
  110482. metallicTexture: BaseTexture;
  110483. /**
  110484. * Specifies the metallic scalar of the metallic/roughness workflow.
  110485. * Can also be used to scale the metalness values of the metallic texture.
  110486. */
  110487. metallic: Nullable<number>;
  110488. /**
  110489. * Specifies the roughness scalar of the metallic/roughness workflow.
  110490. * Can also be used to scale the roughness values of the metallic texture.
  110491. */
  110492. roughness: Nullable<number>;
  110493. /**
  110494. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110495. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110496. */
  110497. microSurfaceTexture: BaseTexture;
  110498. /**
  110499. * Stores surface normal data used to displace a mesh in a texture.
  110500. */
  110501. bumpTexture: BaseTexture;
  110502. /**
  110503. * Stores the pre-calculated light information of a mesh in a texture.
  110504. */
  110505. lightmapTexture: BaseTexture;
  110506. /**
  110507. * Stores the refracted light information in a texture.
  110508. */
  110509. refractionTexture: Nullable<BaseTexture>;
  110510. /**
  110511. * The color of a material in ambient lighting.
  110512. */
  110513. ambientColor: Color3;
  110514. /**
  110515. * AKA Diffuse Color in other nomenclature.
  110516. */
  110517. albedoColor: Color3;
  110518. /**
  110519. * AKA Specular Color in other nomenclature.
  110520. */
  110521. reflectivityColor: Color3;
  110522. /**
  110523. * The color reflected from the material.
  110524. */
  110525. reflectionColor: Color3;
  110526. /**
  110527. * The color emitted from the material.
  110528. */
  110529. emissiveColor: Color3;
  110530. /**
  110531. * AKA Glossiness in other nomenclature.
  110532. */
  110533. microSurface: number;
  110534. /**
  110535. * source material index of refraction (IOR)' / 'destination material IOR.
  110536. */
  110537. indexOfRefraction: number;
  110538. /**
  110539. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110540. */
  110541. invertRefractionY: boolean;
  110542. /**
  110543. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110544. * Materials half opaque for instance using refraction could benefit from this control.
  110545. */
  110546. linkRefractionWithTransparency: boolean;
  110547. /**
  110548. * If true, the light map contains occlusion information instead of lighting info.
  110549. */
  110550. useLightmapAsShadowmap: boolean;
  110551. /**
  110552. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110553. */
  110554. useAlphaFromAlbedoTexture: boolean;
  110555. /**
  110556. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110557. */
  110558. forceAlphaTest: boolean;
  110559. /**
  110560. * Defines the alpha limits in alpha test mode.
  110561. */
  110562. alphaCutOff: number;
  110563. /**
  110564. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110565. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110566. */
  110567. useSpecularOverAlpha: boolean;
  110568. /**
  110569. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110570. */
  110571. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110572. /**
  110573. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110574. */
  110575. useRoughnessFromMetallicTextureAlpha: boolean;
  110576. /**
  110577. * Specifies if the metallic texture contains the roughness information in its green channel.
  110578. */
  110579. useRoughnessFromMetallicTextureGreen: boolean;
  110580. /**
  110581. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110582. */
  110583. useMetallnessFromMetallicTextureBlue: boolean;
  110584. /**
  110585. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110586. */
  110587. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110588. /**
  110589. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110590. */
  110591. useAmbientInGrayScale: boolean;
  110592. /**
  110593. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110594. * The material will try to infer what glossiness each pixel should be.
  110595. */
  110596. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110597. /**
  110598. * BJS is using an harcoded light falloff based on a manually sets up range.
  110599. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110600. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110601. */
  110602. /**
  110603. * BJS is using an harcoded light falloff based on a manually sets up range.
  110604. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110605. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110606. */
  110607. usePhysicalLightFalloff: boolean;
  110608. /**
  110609. * In order to support the falloff compatibility with gltf, a special mode has been added
  110610. * to reproduce the gltf light falloff.
  110611. */
  110612. /**
  110613. * In order to support the falloff compatibility with gltf, a special mode has been added
  110614. * to reproduce the gltf light falloff.
  110615. */
  110616. useGLTFLightFalloff: boolean;
  110617. /**
  110618. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110619. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110620. */
  110621. useRadianceOverAlpha: boolean;
  110622. /**
  110623. * Allows using an object space normal map (instead of tangent space).
  110624. */
  110625. useObjectSpaceNormalMap: boolean;
  110626. /**
  110627. * Allows using the bump map in parallax mode.
  110628. */
  110629. useParallax: boolean;
  110630. /**
  110631. * Allows using the bump map in parallax occlusion mode.
  110632. */
  110633. useParallaxOcclusion: boolean;
  110634. /**
  110635. * Controls the scale bias of the parallax mode.
  110636. */
  110637. parallaxScaleBias: number;
  110638. /**
  110639. * If sets to true, disables all the lights affecting the material.
  110640. */
  110641. disableLighting: boolean;
  110642. /**
  110643. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110644. */
  110645. forceIrradianceInFragment: boolean;
  110646. /**
  110647. * Number of Simultaneous lights allowed on the material.
  110648. */
  110649. maxSimultaneousLights: number;
  110650. /**
  110651. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110652. */
  110653. invertNormalMapX: boolean;
  110654. /**
  110655. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110656. */
  110657. invertNormalMapY: boolean;
  110658. /**
  110659. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110660. */
  110661. twoSidedLighting: boolean;
  110662. /**
  110663. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110664. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110665. */
  110666. useAlphaFresnel: boolean;
  110667. /**
  110668. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110669. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110670. */
  110671. useLinearAlphaFresnel: boolean;
  110672. /**
  110673. * Let user defines the brdf lookup texture used for IBL.
  110674. * A default 8bit version is embedded but you could point at :
  110675. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110676. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110677. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110678. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110679. */
  110680. environmentBRDFTexture: Nullable<BaseTexture>;
  110681. /**
  110682. * Force normal to face away from face.
  110683. */
  110684. forceNormalForward: boolean;
  110685. /**
  110686. * Enables specular anti aliasing in the PBR shader.
  110687. * It will both interacts on the Geometry for analytical and IBL lighting.
  110688. * It also prefilter the roughness map based on the bump values.
  110689. */
  110690. enableSpecularAntiAliasing: boolean;
  110691. /**
  110692. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110693. * makes the reflect vector face the model (under horizon).
  110694. */
  110695. useHorizonOcclusion: boolean;
  110696. /**
  110697. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110698. * too much the area relying on ambient texture to define their ambient occlusion.
  110699. */
  110700. useRadianceOcclusion: boolean;
  110701. /**
  110702. * If set to true, no lighting calculations will be applied.
  110703. */
  110704. unlit: boolean;
  110705. /**
  110706. * Gets the image processing configuration used either in this material.
  110707. */
  110708. /**
  110709. * Sets the Default image processing configuration used either in the this material.
  110710. *
  110711. * If sets to null, the scene one is in use.
  110712. */
  110713. imageProcessingConfiguration: ImageProcessingConfiguration;
  110714. /**
  110715. * Gets wether the color curves effect is enabled.
  110716. */
  110717. /**
  110718. * Sets wether the color curves effect is enabled.
  110719. */
  110720. cameraColorCurvesEnabled: boolean;
  110721. /**
  110722. * Gets wether the color grading effect is enabled.
  110723. */
  110724. /**
  110725. * Gets wether the color grading effect is enabled.
  110726. */
  110727. cameraColorGradingEnabled: boolean;
  110728. /**
  110729. * Gets wether tonemapping is enabled or not.
  110730. */
  110731. /**
  110732. * Sets wether tonemapping is enabled or not
  110733. */
  110734. cameraToneMappingEnabled: boolean;
  110735. /**
  110736. * The camera exposure used on this material.
  110737. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110738. * This corresponds to a photographic exposure.
  110739. */
  110740. /**
  110741. * The camera exposure used on this material.
  110742. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110743. * This corresponds to a photographic exposure.
  110744. */
  110745. cameraExposure: number;
  110746. /**
  110747. * Gets The camera contrast used on this material.
  110748. */
  110749. /**
  110750. * Sets The camera contrast used on this material.
  110751. */
  110752. cameraContrast: number;
  110753. /**
  110754. * Gets the Color Grading 2D Lookup Texture.
  110755. */
  110756. /**
  110757. * Sets the Color Grading 2D Lookup Texture.
  110758. */
  110759. cameraColorGradingTexture: Nullable<BaseTexture>;
  110760. /**
  110761. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110762. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110763. * 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;
  110764. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110765. */
  110766. /**
  110767. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110768. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110769. * 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;
  110770. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110771. */
  110772. cameraColorCurves: Nullable<ColorCurves>;
  110773. /**
  110774. * Instantiates a new PBRMaterial instance.
  110775. *
  110776. * @param name The material name
  110777. * @param scene The scene the material will be use in.
  110778. */
  110779. constructor(name: string, scene: Scene);
  110780. /**
  110781. * Returns the name of this material class.
  110782. */
  110783. getClassName(): string;
  110784. /**
  110785. * Makes a duplicate of the current material.
  110786. * @param name - name to use for the new material.
  110787. */
  110788. clone(name: string): PBRMaterial;
  110789. /**
  110790. * Serializes this PBR Material.
  110791. * @returns - An object with the serialized material.
  110792. */
  110793. serialize(): any;
  110794. /**
  110795. * Parses a PBR Material from a serialized object.
  110796. * @param source - Serialized object.
  110797. * @param scene - BJS scene instance.
  110798. * @param rootUrl - url for the scene object
  110799. * @returns - PBRMaterial
  110800. */
  110801. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110802. }
  110803. }
  110804. declare module BABYLON {
  110805. /**
  110806. * Direct draw surface info
  110807. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110808. */
  110809. export interface DDSInfo {
  110810. /**
  110811. * Width of the texture
  110812. */
  110813. width: number;
  110814. /**
  110815. * Width of the texture
  110816. */
  110817. height: number;
  110818. /**
  110819. * Number of Mipmaps for the texture
  110820. * @see https://en.wikipedia.org/wiki/Mipmap
  110821. */
  110822. mipmapCount: number;
  110823. /**
  110824. * If the textures format is a known fourCC format
  110825. * @see https://www.fourcc.org/
  110826. */
  110827. isFourCC: boolean;
  110828. /**
  110829. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110830. */
  110831. isRGB: boolean;
  110832. /**
  110833. * If the texture is a lumincance format
  110834. */
  110835. isLuminance: boolean;
  110836. /**
  110837. * If this is a cube texture
  110838. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110839. */
  110840. isCube: boolean;
  110841. /**
  110842. * If the texture is a compressed format eg. FOURCC_DXT1
  110843. */
  110844. isCompressed: boolean;
  110845. /**
  110846. * The dxgiFormat of the texture
  110847. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110848. */
  110849. dxgiFormat: number;
  110850. /**
  110851. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110852. */
  110853. textureType: number;
  110854. /**
  110855. * Sphericle polynomial created for the dds texture
  110856. */
  110857. sphericalPolynomial?: SphericalPolynomial;
  110858. }
  110859. /**
  110860. * Class used to provide DDS decompression tools
  110861. */
  110862. export class DDSTools {
  110863. /**
  110864. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  110865. */
  110866. static StoreLODInAlphaChannel: boolean;
  110867. /**
  110868. * Gets DDS information from an array buffer
  110869. * @param arrayBuffer defines the array buffer to read data from
  110870. * @returns the DDS information
  110871. */
  110872. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  110873. private static _FloatView;
  110874. private static _Int32View;
  110875. private static _ToHalfFloat;
  110876. private static _FromHalfFloat;
  110877. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  110878. private static _GetHalfFloatRGBAArrayBuffer;
  110879. private static _GetFloatRGBAArrayBuffer;
  110880. private static _GetFloatAsUIntRGBAArrayBuffer;
  110881. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  110882. private static _GetRGBAArrayBuffer;
  110883. private static _ExtractLongWordOrder;
  110884. private static _GetRGBArrayBuffer;
  110885. private static _GetLuminanceArrayBuffer;
  110886. /**
  110887. * Uploads DDS Levels to a Babylon Texture
  110888. * @hidden
  110889. */
  110890. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  110891. }
  110892. interface Engine {
  110893. /**
  110894. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  110895. * @param rootUrl defines the url where the file to load is located
  110896. * @param scene defines the current scene
  110897. * @param lodScale defines scale to apply to the mip map selection
  110898. * @param lodOffset defines offset to apply to the mip map selection
  110899. * @param onLoad defines an optional callback raised when the texture is loaded
  110900. * @param onError defines an optional callback raised if there is an issue to load the texture
  110901. * @param format defines the format of the data
  110902. * @param forcedExtension defines the extension to use to pick the right loader
  110903. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  110904. * @returns the cube texture as an InternalTexture
  110905. */
  110906. 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;
  110907. }
  110908. }
  110909. declare module BABYLON {
  110910. /**
  110911. * Implementation of the DDS Texture Loader.
  110912. * @hidden
  110913. */
  110914. export class _DDSTextureLoader implements IInternalTextureLoader {
  110915. /**
  110916. * Defines wether the loader supports cascade loading the different faces.
  110917. */
  110918. readonly supportCascades: boolean;
  110919. /**
  110920. * This returns if the loader support the current file information.
  110921. * @param extension defines the file extension of the file being loaded
  110922. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110923. * @param fallback defines the fallback internal texture if any
  110924. * @param isBase64 defines whether the texture is encoded as a base64
  110925. * @param isBuffer defines whether the texture data are stored as a buffer
  110926. * @returns true if the loader can load the specified file
  110927. */
  110928. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110929. /**
  110930. * Transform the url before loading if required.
  110931. * @param rootUrl the url of the texture
  110932. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110933. * @returns the transformed texture
  110934. */
  110935. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110936. /**
  110937. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110938. * @param rootUrl the url of the texture
  110939. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110940. * @returns the fallback texture
  110941. */
  110942. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110943. /**
  110944. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110945. * @param data contains the texture data
  110946. * @param texture defines the BabylonJS internal texture
  110947. * @param createPolynomials will be true if polynomials have been requested
  110948. * @param onLoad defines the callback to trigger once the texture is ready
  110949. * @param onError defines the callback to trigger in case of error
  110950. */
  110951. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110952. /**
  110953. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110954. * @param data contains the texture data
  110955. * @param texture defines the BabylonJS internal texture
  110956. * @param callback defines the method to call once ready to upload
  110957. */
  110958. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110959. }
  110960. }
  110961. declare module BABYLON {
  110962. /** @hidden */
  110963. export var rgbdEncodePixelShader: {
  110964. name: string;
  110965. shader: string;
  110966. };
  110967. }
  110968. declare module BABYLON {
  110969. /**
  110970. * Raw texture data and descriptor sufficient for WebGL texture upload
  110971. */
  110972. export interface EnvironmentTextureInfo {
  110973. /**
  110974. * Version of the environment map
  110975. */
  110976. version: number;
  110977. /**
  110978. * Width of image
  110979. */
  110980. width: number;
  110981. /**
  110982. * Irradiance information stored in the file.
  110983. */
  110984. irradiance: any;
  110985. /**
  110986. * Specular information stored in the file.
  110987. */
  110988. specular: any;
  110989. }
  110990. /**
  110991. * Sets of helpers addressing the serialization and deserialization of environment texture
  110992. * stored in a BabylonJS env file.
  110993. * Those files are usually stored as .env files.
  110994. */
  110995. export class EnvironmentTextureTools {
  110996. /**
  110997. * Magic number identifying the env file.
  110998. */
  110999. private static _MagicBytes;
  111000. /**
  111001. * Gets the environment info from an env file.
  111002. * @param data The array buffer containing the .env bytes.
  111003. * @returns the environment file info (the json header) if successfully parsed.
  111004. */
  111005. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111006. /**
  111007. * Creates an environment texture from a loaded cube texture.
  111008. * @param texture defines the cube texture to convert in env file
  111009. * @return a promise containing the environment data if succesfull.
  111010. */
  111011. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111012. /**
  111013. * Creates a JSON representation of the spherical data.
  111014. * @param texture defines the texture containing the polynomials
  111015. * @return the JSON representation of the spherical info
  111016. */
  111017. private static _CreateEnvTextureIrradiance;
  111018. /**
  111019. * Uploads the texture info contained in the env file to the GPU.
  111020. * @param texture defines the internal texture to upload to
  111021. * @param arrayBuffer defines the buffer cotaining the data to load
  111022. * @param info defines the texture info retrieved through the GetEnvInfo method
  111023. * @returns a promise
  111024. */
  111025. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111026. /**
  111027. * Uploads the levels of image data to the GPU.
  111028. * @param texture defines the internal texture to upload to
  111029. * @param imageData defines the array buffer views of image data [mipmap][face]
  111030. * @returns a promise
  111031. */
  111032. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111033. /**
  111034. * Uploads spherical polynomials information to the texture.
  111035. * @param texture defines the texture we are trying to upload the information to
  111036. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111037. */
  111038. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111039. /** @hidden */
  111040. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111041. }
  111042. }
  111043. declare module BABYLON {
  111044. /**
  111045. * Implementation of the ENV Texture Loader.
  111046. * @hidden
  111047. */
  111048. export class _ENVTextureLoader implements IInternalTextureLoader {
  111049. /**
  111050. * Defines wether the loader supports cascade loading the different faces.
  111051. */
  111052. readonly supportCascades: boolean;
  111053. /**
  111054. * This returns if the loader support the current file information.
  111055. * @param extension defines the file extension of the file being loaded
  111056. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111057. * @param fallback defines the fallback internal texture if any
  111058. * @param isBase64 defines whether the texture is encoded as a base64
  111059. * @param isBuffer defines whether the texture data are stored as a buffer
  111060. * @returns true if the loader can load the specified file
  111061. */
  111062. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111063. /**
  111064. * Transform the url before loading if required.
  111065. * @param rootUrl the url of the texture
  111066. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111067. * @returns the transformed texture
  111068. */
  111069. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111070. /**
  111071. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111072. * @param rootUrl the url of the texture
  111073. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111074. * @returns the fallback texture
  111075. */
  111076. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111077. /**
  111078. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111079. * @param data contains the texture data
  111080. * @param texture defines the BabylonJS internal texture
  111081. * @param createPolynomials will be true if polynomials have been requested
  111082. * @param onLoad defines the callback to trigger once the texture is ready
  111083. * @param onError defines the callback to trigger in case of error
  111084. */
  111085. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111086. /**
  111087. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111088. * @param data contains the texture data
  111089. * @param texture defines the BabylonJS internal texture
  111090. * @param callback defines the method to call once ready to upload
  111091. */
  111092. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111093. }
  111094. }
  111095. declare module BABYLON {
  111096. /**
  111097. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  111098. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  111099. */
  111100. export class KhronosTextureContainer {
  111101. /** contents of the KTX container file */
  111102. arrayBuffer: any;
  111103. private static HEADER_LEN;
  111104. private static COMPRESSED_2D;
  111105. private static COMPRESSED_3D;
  111106. private static TEX_2D;
  111107. private static TEX_3D;
  111108. /**
  111109. * Gets the openGL type
  111110. */
  111111. glType: number;
  111112. /**
  111113. * Gets the openGL type size
  111114. */
  111115. glTypeSize: number;
  111116. /**
  111117. * Gets the openGL format
  111118. */
  111119. glFormat: number;
  111120. /**
  111121. * Gets the openGL internal format
  111122. */
  111123. glInternalFormat: number;
  111124. /**
  111125. * Gets the base internal format
  111126. */
  111127. glBaseInternalFormat: number;
  111128. /**
  111129. * Gets image width in pixel
  111130. */
  111131. pixelWidth: number;
  111132. /**
  111133. * Gets image height in pixel
  111134. */
  111135. pixelHeight: number;
  111136. /**
  111137. * Gets image depth in pixels
  111138. */
  111139. pixelDepth: number;
  111140. /**
  111141. * Gets the number of array elements
  111142. */
  111143. numberOfArrayElements: number;
  111144. /**
  111145. * Gets the number of faces
  111146. */
  111147. numberOfFaces: number;
  111148. /**
  111149. * Gets the number of mipmap levels
  111150. */
  111151. numberOfMipmapLevels: number;
  111152. /**
  111153. * Gets the bytes of key value data
  111154. */
  111155. bytesOfKeyValueData: number;
  111156. /**
  111157. * Gets the load type
  111158. */
  111159. loadType: number;
  111160. /**
  111161. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111162. */
  111163. isInvalid: boolean;
  111164. /**
  111165. * Creates a new KhronosTextureContainer
  111166. * @param arrayBuffer contents of the KTX container file
  111167. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111168. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111169. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111170. */
  111171. constructor(
  111172. /** contents of the KTX container file */
  111173. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111174. /**
  111175. * Uploads KTX content to a Babylon Texture.
  111176. * It is assumed that the texture has already been created & is currently bound
  111177. * @hidden
  111178. */
  111179. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111180. private _upload2DCompressedLevels;
  111181. }
  111182. }
  111183. declare module BABYLON {
  111184. /**
  111185. * Implementation of the KTX Texture Loader.
  111186. * @hidden
  111187. */
  111188. export class _KTXTextureLoader implements IInternalTextureLoader {
  111189. /**
  111190. * Defines wether the loader supports cascade loading the different faces.
  111191. */
  111192. readonly supportCascades: boolean;
  111193. /**
  111194. * This returns if the loader support the current file information.
  111195. * @param extension defines the file extension of the file being loaded
  111196. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111197. * @param fallback defines the fallback internal texture if any
  111198. * @param isBase64 defines whether the texture is encoded as a base64
  111199. * @param isBuffer defines whether the texture data are stored as a buffer
  111200. * @returns true if the loader can load the specified file
  111201. */
  111202. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111203. /**
  111204. * Transform the url before loading if required.
  111205. * @param rootUrl the url of the texture
  111206. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111207. * @returns the transformed texture
  111208. */
  111209. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111210. /**
  111211. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111212. * @param rootUrl the url of the texture
  111213. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111214. * @returns the fallback texture
  111215. */
  111216. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111217. /**
  111218. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111219. * @param data contains the texture data
  111220. * @param texture defines the BabylonJS internal texture
  111221. * @param createPolynomials will be true if polynomials have been requested
  111222. * @param onLoad defines the callback to trigger once the texture is ready
  111223. * @param onError defines the callback to trigger in case of error
  111224. */
  111225. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111226. /**
  111227. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111228. * @param data contains the texture data
  111229. * @param texture defines the BabylonJS internal texture
  111230. * @param callback defines the method to call once ready to upload
  111231. */
  111232. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111233. }
  111234. }
  111235. declare module BABYLON {
  111236. /**
  111237. * Options for the default xr helper
  111238. */
  111239. export class WebXRDefaultExperienceOptions {
  111240. /**
  111241. * Floor meshes that should be used for teleporting
  111242. */
  111243. floorMeshes: Array<AbstractMesh>;
  111244. }
  111245. /**
  111246. * Default experience which provides a similar setup to the previous webVRExperience
  111247. */
  111248. export class WebXRDefaultExperience {
  111249. /**
  111250. * Base experience
  111251. */
  111252. baseExperience: WebXRExperienceHelper;
  111253. /**
  111254. * Input experience extension
  111255. */
  111256. input: WebXRInput;
  111257. /**
  111258. * Loads the controller models
  111259. */
  111260. controllerModelLoader: WebXRControllerModelLoader;
  111261. /**
  111262. * Enables laser pointer and selection
  111263. */
  111264. pointerSelection: WebXRControllerPointerSelection;
  111265. /**
  111266. * Enables teleportation
  111267. */
  111268. teleportation: WebXRControllerTeleportation;
  111269. /**
  111270. * Enables ui for enetering/exiting xr
  111271. */
  111272. enterExitUI: WebXREnterExitUI;
  111273. /**
  111274. * Default output canvas xr should render to
  111275. */
  111276. outputCanvas: WebXRManagedOutputCanvas;
  111277. /**
  111278. * Creates the default xr experience
  111279. * @param scene scene
  111280. * @param options options for basic configuration
  111281. * @returns resulting WebXRDefaultExperience
  111282. */
  111283. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111284. private constructor();
  111285. /**
  111286. * DIsposes of the experience helper
  111287. */
  111288. dispose(): void;
  111289. }
  111290. }
  111291. declare module BABYLON {
  111292. /** @hidden */
  111293. export var _forceSceneHelpersToBundle: boolean;
  111294. interface Scene {
  111295. /**
  111296. * Creates a default light for the scene.
  111297. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111298. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111299. */
  111300. createDefaultLight(replace?: boolean): void;
  111301. /**
  111302. * Creates a default camera for the scene.
  111303. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111304. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111305. * @param replace has default false, when true replaces the active camera in the scene
  111306. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111307. */
  111308. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111309. /**
  111310. * Creates a default camera and a default light.
  111311. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111312. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111313. * @param replace has the default false, when true replaces the active camera/light in the scene
  111314. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111315. */
  111316. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111317. /**
  111318. * Creates a new sky box
  111319. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111320. * @param environmentTexture defines the texture to use as environment texture
  111321. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111322. * @param scale defines the overall scale of the skybox
  111323. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111324. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111325. * @returns a new mesh holding the sky box
  111326. */
  111327. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111328. /**
  111329. * Creates a new environment
  111330. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111331. * @param options defines the options you can use to configure the environment
  111332. * @returns the new EnvironmentHelper
  111333. */
  111334. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111335. /**
  111336. * Creates a new VREXperienceHelper
  111337. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111338. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111339. * @returns a new VREXperienceHelper
  111340. */
  111341. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111342. /**
  111343. * Creates a new WebXRDefaultExperience
  111344. * @see http://doc.babylonjs.com/how_to/webxr
  111345. * @param options experience options
  111346. * @returns a promise for a new WebXRDefaultExperience
  111347. */
  111348. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111349. }
  111350. }
  111351. declare module BABYLON {
  111352. /**
  111353. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111354. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111355. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111356. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111357. */
  111358. export class VideoDome extends TransformNode {
  111359. /**
  111360. * Define the video source as a Monoscopic panoramic 360 video.
  111361. */
  111362. static readonly MODE_MONOSCOPIC: number;
  111363. /**
  111364. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111365. */
  111366. static readonly MODE_TOPBOTTOM: number;
  111367. /**
  111368. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111369. */
  111370. static readonly MODE_SIDEBYSIDE: number;
  111371. private _useDirectMapping;
  111372. /**
  111373. * The video texture being displayed on the sphere
  111374. */
  111375. protected _videoTexture: VideoTexture;
  111376. /**
  111377. * Gets the video texture being displayed on the sphere
  111378. */
  111379. readonly videoTexture: VideoTexture;
  111380. /**
  111381. * The skybox material
  111382. */
  111383. protected _material: BackgroundMaterial;
  111384. /**
  111385. * The surface used for the skybox
  111386. */
  111387. protected _mesh: Mesh;
  111388. /**
  111389. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111390. * Also see the options.resolution property.
  111391. */
  111392. fovMultiplier: number;
  111393. private _videoMode;
  111394. /**
  111395. * Gets or set the current video mode for the video. It can be:
  111396. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111397. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111398. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111399. */
  111400. videoMode: number;
  111401. /**
  111402. * Oberserver used in Stereoscopic VR Mode.
  111403. */
  111404. private _onBeforeCameraRenderObserver;
  111405. /**
  111406. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111407. * @param name Element's name, child elements will append suffixes for their own names.
  111408. * @param urlsOrVideo defines the url(s) or the video element to use
  111409. * @param options An object containing optional or exposed sub element properties
  111410. */
  111411. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111412. resolution?: number;
  111413. clickToPlay?: boolean;
  111414. autoPlay?: boolean;
  111415. loop?: boolean;
  111416. size?: number;
  111417. poster?: string;
  111418. faceForward?: boolean;
  111419. useDirectMapping?: boolean;
  111420. }, scene: Scene);
  111421. private _changeVideoMode;
  111422. /**
  111423. * Releases resources associated with this node.
  111424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111426. */
  111427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111428. }
  111429. }
  111430. declare module BABYLON {
  111431. /**
  111432. * This class can be used to get instrumentation data from a Babylon engine
  111433. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111434. */
  111435. export class EngineInstrumentation implements IDisposable {
  111436. /**
  111437. * Define the instrumented engine.
  111438. */
  111439. engine: Engine;
  111440. private _captureGPUFrameTime;
  111441. private _gpuFrameTimeToken;
  111442. private _gpuFrameTime;
  111443. private _captureShaderCompilationTime;
  111444. private _shaderCompilationTime;
  111445. private _onBeginFrameObserver;
  111446. private _onEndFrameObserver;
  111447. private _onBeforeShaderCompilationObserver;
  111448. private _onAfterShaderCompilationObserver;
  111449. /**
  111450. * Gets the perf counter used for GPU frame time
  111451. */
  111452. readonly gpuFrameTimeCounter: PerfCounter;
  111453. /**
  111454. * Gets the GPU frame time capture status
  111455. */
  111456. /**
  111457. * Enable or disable the GPU frame time capture
  111458. */
  111459. captureGPUFrameTime: boolean;
  111460. /**
  111461. * Gets the perf counter used for shader compilation time
  111462. */
  111463. readonly shaderCompilationTimeCounter: PerfCounter;
  111464. /**
  111465. * Gets the shader compilation time capture status
  111466. */
  111467. /**
  111468. * Enable or disable the shader compilation time capture
  111469. */
  111470. captureShaderCompilationTime: boolean;
  111471. /**
  111472. * Instantiates a new engine instrumentation.
  111473. * This class can be used to get instrumentation data from a Babylon engine
  111474. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111475. * @param engine Defines the engine to instrument
  111476. */
  111477. constructor(
  111478. /**
  111479. * Define the instrumented engine.
  111480. */
  111481. engine: Engine);
  111482. /**
  111483. * Dispose and release associated resources.
  111484. */
  111485. dispose(): void;
  111486. }
  111487. }
  111488. declare module BABYLON {
  111489. /**
  111490. * This class can be used to get instrumentation data from a Babylon engine
  111491. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111492. */
  111493. export class SceneInstrumentation implements IDisposable {
  111494. /**
  111495. * Defines the scene to instrument
  111496. */
  111497. scene: Scene;
  111498. private _captureActiveMeshesEvaluationTime;
  111499. private _activeMeshesEvaluationTime;
  111500. private _captureRenderTargetsRenderTime;
  111501. private _renderTargetsRenderTime;
  111502. private _captureFrameTime;
  111503. private _frameTime;
  111504. private _captureRenderTime;
  111505. private _renderTime;
  111506. private _captureInterFrameTime;
  111507. private _interFrameTime;
  111508. private _captureParticlesRenderTime;
  111509. private _particlesRenderTime;
  111510. private _captureSpritesRenderTime;
  111511. private _spritesRenderTime;
  111512. private _capturePhysicsTime;
  111513. private _physicsTime;
  111514. private _captureAnimationsTime;
  111515. private _animationsTime;
  111516. private _captureCameraRenderTime;
  111517. private _cameraRenderTime;
  111518. private _onBeforeActiveMeshesEvaluationObserver;
  111519. private _onAfterActiveMeshesEvaluationObserver;
  111520. private _onBeforeRenderTargetsRenderObserver;
  111521. private _onAfterRenderTargetsRenderObserver;
  111522. private _onAfterRenderObserver;
  111523. private _onBeforeDrawPhaseObserver;
  111524. private _onAfterDrawPhaseObserver;
  111525. private _onBeforeAnimationsObserver;
  111526. private _onBeforeParticlesRenderingObserver;
  111527. private _onAfterParticlesRenderingObserver;
  111528. private _onBeforeSpritesRenderingObserver;
  111529. private _onAfterSpritesRenderingObserver;
  111530. private _onBeforePhysicsObserver;
  111531. private _onAfterPhysicsObserver;
  111532. private _onAfterAnimationsObserver;
  111533. private _onBeforeCameraRenderObserver;
  111534. private _onAfterCameraRenderObserver;
  111535. /**
  111536. * Gets the perf counter used for active meshes evaluation time
  111537. */
  111538. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111539. /**
  111540. * Gets the active meshes evaluation time capture status
  111541. */
  111542. /**
  111543. * Enable or disable the active meshes evaluation time capture
  111544. */
  111545. captureActiveMeshesEvaluationTime: boolean;
  111546. /**
  111547. * Gets the perf counter used for render targets render time
  111548. */
  111549. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111550. /**
  111551. * Gets the render targets render time capture status
  111552. */
  111553. /**
  111554. * Enable or disable the render targets render time capture
  111555. */
  111556. captureRenderTargetsRenderTime: boolean;
  111557. /**
  111558. * Gets the perf counter used for particles render time
  111559. */
  111560. readonly particlesRenderTimeCounter: PerfCounter;
  111561. /**
  111562. * Gets the particles render time capture status
  111563. */
  111564. /**
  111565. * Enable or disable the particles render time capture
  111566. */
  111567. captureParticlesRenderTime: boolean;
  111568. /**
  111569. * Gets the perf counter used for sprites render time
  111570. */
  111571. readonly spritesRenderTimeCounter: PerfCounter;
  111572. /**
  111573. * Gets the sprites render time capture status
  111574. */
  111575. /**
  111576. * Enable or disable the sprites render time capture
  111577. */
  111578. captureSpritesRenderTime: boolean;
  111579. /**
  111580. * Gets the perf counter used for physics time
  111581. */
  111582. readonly physicsTimeCounter: PerfCounter;
  111583. /**
  111584. * Gets the physics time capture status
  111585. */
  111586. /**
  111587. * Enable or disable the physics time capture
  111588. */
  111589. capturePhysicsTime: boolean;
  111590. /**
  111591. * Gets the perf counter used for animations time
  111592. */
  111593. readonly animationsTimeCounter: PerfCounter;
  111594. /**
  111595. * Gets the animations time capture status
  111596. */
  111597. /**
  111598. * Enable or disable the animations time capture
  111599. */
  111600. captureAnimationsTime: boolean;
  111601. /**
  111602. * Gets the perf counter used for frame time capture
  111603. */
  111604. readonly frameTimeCounter: PerfCounter;
  111605. /**
  111606. * Gets the frame time capture status
  111607. */
  111608. /**
  111609. * Enable or disable the frame time capture
  111610. */
  111611. captureFrameTime: boolean;
  111612. /**
  111613. * Gets the perf counter used for inter-frames time capture
  111614. */
  111615. readonly interFrameTimeCounter: PerfCounter;
  111616. /**
  111617. * Gets the inter-frames time capture status
  111618. */
  111619. /**
  111620. * Enable or disable the inter-frames time capture
  111621. */
  111622. captureInterFrameTime: boolean;
  111623. /**
  111624. * Gets the perf counter used for render time capture
  111625. */
  111626. readonly renderTimeCounter: PerfCounter;
  111627. /**
  111628. * Gets the render time capture status
  111629. */
  111630. /**
  111631. * Enable or disable the render time capture
  111632. */
  111633. captureRenderTime: boolean;
  111634. /**
  111635. * Gets the perf counter used for camera render time capture
  111636. */
  111637. readonly cameraRenderTimeCounter: PerfCounter;
  111638. /**
  111639. * Gets the camera render time capture status
  111640. */
  111641. /**
  111642. * Enable or disable the camera render time capture
  111643. */
  111644. captureCameraRenderTime: boolean;
  111645. /**
  111646. * Gets the perf counter used for draw calls
  111647. */
  111648. readonly drawCallsCounter: PerfCounter;
  111649. /**
  111650. * Instantiates a new scene instrumentation.
  111651. * This class can be used to get instrumentation data from a Babylon engine
  111652. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111653. * @param scene Defines the scene to instrument
  111654. */
  111655. constructor(
  111656. /**
  111657. * Defines the scene to instrument
  111658. */
  111659. scene: Scene);
  111660. /**
  111661. * Dispose and release associated resources.
  111662. */
  111663. dispose(): void;
  111664. }
  111665. }
  111666. declare module BABYLON {
  111667. /** @hidden */
  111668. export var glowMapGenerationPixelShader: {
  111669. name: string;
  111670. shader: string;
  111671. };
  111672. }
  111673. declare module BABYLON {
  111674. /** @hidden */
  111675. export var glowMapGenerationVertexShader: {
  111676. name: string;
  111677. shader: string;
  111678. };
  111679. }
  111680. declare module BABYLON {
  111681. /**
  111682. * Effect layer options. This helps customizing the behaviour
  111683. * of the effect layer.
  111684. */
  111685. export interface IEffectLayerOptions {
  111686. /**
  111687. * Multiplication factor apply to the canvas size to compute the render target size
  111688. * used to generated the objects (the smaller the faster).
  111689. */
  111690. mainTextureRatio: number;
  111691. /**
  111692. * Enforces a fixed size texture to ensure effect stability across devices.
  111693. */
  111694. mainTextureFixedSize?: number;
  111695. /**
  111696. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111697. */
  111698. alphaBlendingMode: number;
  111699. /**
  111700. * The camera attached to the layer.
  111701. */
  111702. camera: Nullable<Camera>;
  111703. /**
  111704. * The rendering group to draw the layer in.
  111705. */
  111706. renderingGroupId: number;
  111707. }
  111708. /**
  111709. * The effect layer Helps adding post process effect blended with the main pass.
  111710. *
  111711. * This can be for instance use to generate glow or higlight effects on the scene.
  111712. *
  111713. * The effect layer class can not be used directly and is intented to inherited from to be
  111714. * customized per effects.
  111715. */
  111716. export abstract class EffectLayer {
  111717. private _vertexBuffers;
  111718. private _indexBuffer;
  111719. private _cachedDefines;
  111720. private _effectLayerMapGenerationEffect;
  111721. private _effectLayerOptions;
  111722. private _mergeEffect;
  111723. protected _scene: Scene;
  111724. protected _engine: Engine;
  111725. protected _maxSize: number;
  111726. protected _mainTextureDesiredSize: ISize;
  111727. protected _mainTexture: RenderTargetTexture;
  111728. protected _shouldRender: boolean;
  111729. protected _postProcesses: PostProcess[];
  111730. protected _textures: BaseTexture[];
  111731. protected _emissiveTextureAndColor: {
  111732. texture: Nullable<BaseTexture>;
  111733. color: Color4;
  111734. };
  111735. /**
  111736. * The name of the layer
  111737. */
  111738. name: string;
  111739. /**
  111740. * The clear color of the texture used to generate the glow map.
  111741. */
  111742. neutralColor: Color4;
  111743. /**
  111744. * Specifies wether the highlight layer is enabled or not.
  111745. */
  111746. isEnabled: boolean;
  111747. /**
  111748. * Gets the camera attached to the layer.
  111749. */
  111750. readonly camera: Nullable<Camera>;
  111751. /**
  111752. * Gets the rendering group id the layer should render in.
  111753. */
  111754. renderingGroupId: number;
  111755. /**
  111756. * An event triggered when the effect layer has been disposed.
  111757. */
  111758. onDisposeObservable: Observable<EffectLayer>;
  111759. /**
  111760. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111761. */
  111762. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111763. /**
  111764. * An event triggered when the generated texture is being merged in the scene.
  111765. */
  111766. onBeforeComposeObservable: Observable<EffectLayer>;
  111767. /**
  111768. * An event triggered when the generated texture has been merged in the scene.
  111769. */
  111770. onAfterComposeObservable: Observable<EffectLayer>;
  111771. /**
  111772. * An event triggered when the efffect layer changes its size.
  111773. */
  111774. onSizeChangedObservable: Observable<EffectLayer>;
  111775. /** @hidden */
  111776. static _SceneComponentInitialization: (scene: Scene) => void;
  111777. /**
  111778. * Instantiates a new effect Layer and references it in the scene.
  111779. * @param name The name of the layer
  111780. * @param scene The scene to use the layer in
  111781. */
  111782. constructor(
  111783. /** The Friendly of the effect in the scene */
  111784. name: string, scene: Scene);
  111785. /**
  111786. * Get the effect name of the layer.
  111787. * @return The effect name
  111788. */
  111789. abstract getEffectName(): string;
  111790. /**
  111791. * Checks for the readiness of the element composing the layer.
  111792. * @param subMesh the mesh to check for
  111793. * @param useInstances specify wether or not to use instances to render the mesh
  111794. * @return true if ready otherwise, false
  111795. */
  111796. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111797. /**
  111798. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111799. * @returns true if the effect requires stencil during the main canvas render pass.
  111800. */
  111801. abstract needStencil(): boolean;
  111802. /**
  111803. * Create the merge effect. This is the shader use to blit the information back
  111804. * to the main canvas at the end of the scene rendering.
  111805. * @returns The effect containing the shader used to merge the effect on the main canvas
  111806. */
  111807. protected abstract _createMergeEffect(): Effect;
  111808. /**
  111809. * Creates the render target textures and post processes used in the effect layer.
  111810. */
  111811. protected abstract _createTextureAndPostProcesses(): void;
  111812. /**
  111813. * Implementation specific of rendering the generating effect on the main canvas.
  111814. * @param effect The effect used to render through
  111815. */
  111816. protected abstract _internalRender(effect: Effect): void;
  111817. /**
  111818. * Sets the required values for both the emissive texture and and the main color.
  111819. */
  111820. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111821. /**
  111822. * Free any resources and references associated to a mesh.
  111823. * Internal use
  111824. * @param mesh The mesh to free.
  111825. */
  111826. abstract _disposeMesh(mesh: Mesh): void;
  111827. /**
  111828. * Serializes this layer (Glow or Highlight for example)
  111829. * @returns a serialized layer object
  111830. */
  111831. abstract serialize?(): any;
  111832. /**
  111833. * Initializes the effect layer with the required options.
  111834. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111835. */
  111836. protected _init(options: Partial<IEffectLayerOptions>): void;
  111837. /**
  111838. * Generates the index buffer of the full screen quad blending to the main canvas.
  111839. */
  111840. private _generateIndexBuffer;
  111841. /**
  111842. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111843. */
  111844. private _generateVertexBuffer;
  111845. /**
  111846. * Sets the main texture desired size which is the closest power of two
  111847. * of the engine canvas size.
  111848. */
  111849. private _setMainTextureSize;
  111850. /**
  111851. * Creates the main texture for the effect layer.
  111852. */
  111853. protected _createMainTexture(): void;
  111854. /**
  111855. * Adds specific effects defines.
  111856. * @param defines The defines to add specifics to.
  111857. */
  111858. protected _addCustomEffectDefines(defines: string[]): void;
  111859. /**
  111860. * Checks for the readiness of the element composing the layer.
  111861. * @param subMesh the mesh to check for
  111862. * @param useInstances specify wether or not to use instances to render the mesh
  111863. * @param emissiveTexture the associated emissive texture used to generate the glow
  111864. * @return true if ready otherwise, false
  111865. */
  111866. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  111867. /**
  111868. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111869. */
  111870. render(): void;
  111871. /**
  111872. * Determine if a given mesh will be used in the current effect.
  111873. * @param mesh mesh to test
  111874. * @returns true if the mesh will be used
  111875. */
  111876. hasMesh(mesh: AbstractMesh): boolean;
  111877. /**
  111878. * Returns true if the layer contains information to display, otherwise false.
  111879. * @returns true if the glow layer should be rendered
  111880. */
  111881. shouldRender(): boolean;
  111882. /**
  111883. * Returns true if the mesh should render, otherwise false.
  111884. * @param mesh The mesh to render
  111885. * @returns true if it should render otherwise false
  111886. */
  111887. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  111888. /**
  111889. * Returns true if the mesh can be rendered, otherwise false.
  111890. * @param mesh The mesh to render
  111891. * @param material The material used on the mesh
  111892. * @returns true if it can be rendered otherwise false
  111893. */
  111894. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111895. /**
  111896. * Returns true if the mesh should render, otherwise false.
  111897. * @param mesh The mesh to render
  111898. * @returns true if it should render otherwise false
  111899. */
  111900. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  111901. /**
  111902. * Renders the submesh passed in parameter to the generation map.
  111903. */
  111904. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  111905. /**
  111906. * Rebuild the required buffers.
  111907. * @hidden Internal use only.
  111908. */
  111909. _rebuild(): void;
  111910. /**
  111911. * Dispose only the render target textures and post process.
  111912. */
  111913. private _disposeTextureAndPostProcesses;
  111914. /**
  111915. * Dispose the highlight layer and free resources.
  111916. */
  111917. dispose(): void;
  111918. /**
  111919. * Gets the class name of the effect layer
  111920. * @returns the string with the class name of the effect layer
  111921. */
  111922. getClassName(): string;
  111923. /**
  111924. * Creates an effect layer from parsed effect layer data
  111925. * @param parsedEffectLayer defines effect layer data
  111926. * @param scene defines the current scene
  111927. * @param rootUrl defines the root URL containing the effect layer information
  111928. * @returns a parsed effect Layer
  111929. */
  111930. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  111931. }
  111932. }
  111933. declare module BABYLON {
  111934. interface AbstractScene {
  111935. /**
  111936. * The list of effect layers (highlights/glow) added to the scene
  111937. * @see http://doc.babylonjs.com/how_to/highlight_layer
  111938. * @see http://doc.babylonjs.com/how_to/glow_layer
  111939. */
  111940. effectLayers: Array<EffectLayer>;
  111941. /**
  111942. * Removes the given effect layer from this scene.
  111943. * @param toRemove defines the effect layer to remove
  111944. * @returns the index of the removed effect layer
  111945. */
  111946. removeEffectLayer(toRemove: EffectLayer): number;
  111947. /**
  111948. * Adds the given effect layer to this scene
  111949. * @param newEffectLayer defines the effect layer to add
  111950. */
  111951. addEffectLayer(newEffectLayer: EffectLayer): void;
  111952. }
  111953. /**
  111954. * Defines the layer scene component responsible to manage any effect layers
  111955. * in a given scene.
  111956. */
  111957. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  111958. /**
  111959. * The component name helpfull to identify the component in the list of scene components.
  111960. */
  111961. readonly name: string;
  111962. /**
  111963. * The scene the component belongs to.
  111964. */
  111965. scene: Scene;
  111966. private _engine;
  111967. private _renderEffects;
  111968. private _needStencil;
  111969. private _previousStencilState;
  111970. /**
  111971. * Creates a new instance of the component for the given scene
  111972. * @param scene Defines the scene to register the component in
  111973. */
  111974. constructor(scene: Scene);
  111975. /**
  111976. * Registers the component in a given scene
  111977. */
  111978. register(): void;
  111979. /**
  111980. * Rebuilds the elements related to this component in case of
  111981. * context lost for instance.
  111982. */
  111983. rebuild(): void;
  111984. /**
  111985. * Serializes the component data to the specified json object
  111986. * @param serializationObject The object to serialize to
  111987. */
  111988. serialize(serializationObject: any): void;
  111989. /**
  111990. * Adds all the elements from the container to the scene
  111991. * @param container the container holding the elements
  111992. */
  111993. addFromContainer(container: AbstractScene): void;
  111994. /**
  111995. * Removes all the elements in the container from the scene
  111996. * @param container contains the elements to remove
  111997. * @param dispose if the removed element should be disposed (default: false)
  111998. */
  111999. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112000. /**
  112001. * Disposes the component and the associated ressources.
  112002. */
  112003. dispose(): void;
  112004. private _isReadyForMesh;
  112005. private _renderMainTexture;
  112006. private _setStencil;
  112007. private _setStencilBack;
  112008. private _draw;
  112009. private _drawCamera;
  112010. private _drawRenderingGroup;
  112011. }
  112012. }
  112013. declare module BABYLON {
  112014. /** @hidden */
  112015. export var glowMapMergePixelShader: {
  112016. name: string;
  112017. shader: string;
  112018. };
  112019. }
  112020. declare module BABYLON {
  112021. /** @hidden */
  112022. export var glowMapMergeVertexShader: {
  112023. name: string;
  112024. shader: string;
  112025. };
  112026. }
  112027. declare module BABYLON {
  112028. interface AbstractScene {
  112029. /**
  112030. * Return a the first highlight layer of the scene with a given name.
  112031. * @param name The name of the highlight layer to look for.
  112032. * @return The highlight layer if found otherwise null.
  112033. */
  112034. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  112035. }
  112036. /**
  112037. * Glow layer options. This helps customizing the behaviour
  112038. * of the glow layer.
  112039. */
  112040. export interface IGlowLayerOptions {
  112041. /**
  112042. * Multiplication factor apply to the canvas size to compute the render target size
  112043. * used to generated the glowing objects (the smaller the faster).
  112044. */
  112045. mainTextureRatio: number;
  112046. /**
  112047. * Enforces a fixed size texture to ensure resize independant blur.
  112048. */
  112049. mainTextureFixedSize?: number;
  112050. /**
  112051. * How big is the kernel of the blur texture.
  112052. */
  112053. blurKernelSize: number;
  112054. /**
  112055. * The camera attached to the layer.
  112056. */
  112057. camera: Nullable<Camera>;
  112058. /**
  112059. * Enable MSAA by chosing the number of samples.
  112060. */
  112061. mainTextureSamples?: number;
  112062. /**
  112063. * The rendering group to draw the layer in.
  112064. */
  112065. renderingGroupId: number;
  112066. }
  112067. /**
  112068. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112069. *
  112070. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112071. * glowy meshes to your scene.
  112072. *
  112073. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112074. */
  112075. export class GlowLayer extends EffectLayer {
  112076. /**
  112077. * Effect Name of the layer.
  112078. */
  112079. static readonly EffectName: string;
  112080. /**
  112081. * The default blur kernel size used for the glow.
  112082. */
  112083. static DefaultBlurKernelSize: number;
  112084. /**
  112085. * The default texture size ratio used for the glow.
  112086. */
  112087. static DefaultTextureRatio: number;
  112088. /**
  112089. * Sets the kernel size of the blur.
  112090. */
  112091. /**
  112092. * Gets the kernel size of the blur.
  112093. */
  112094. blurKernelSize: number;
  112095. /**
  112096. * Sets the glow intensity.
  112097. */
  112098. /**
  112099. * Gets the glow intensity.
  112100. */
  112101. intensity: number;
  112102. private _options;
  112103. private _intensity;
  112104. private _horizontalBlurPostprocess1;
  112105. private _verticalBlurPostprocess1;
  112106. private _horizontalBlurPostprocess2;
  112107. private _verticalBlurPostprocess2;
  112108. private _blurTexture1;
  112109. private _blurTexture2;
  112110. private _postProcesses1;
  112111. private _postProcesses2;
  112112. private _includedOnlyMeshes;
  112113. private _excludedMeshes;
  112114. /**
  112115. * Callback used to let the user override the color selection on a per mesh basis
  112116. */
  112117. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  112118. /**
  112119. * Callback used to let the user override the texture selection on a per mesh basis
  112120. */
  112121. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  112122. /**
  112123. * Instantiates a new glow Layer and references it to the scene.
  112124. * @param name The name of the layer
  112125. * @param scene The scene to use the layer in
  112126. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112127. */
  112128. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  112129. /**
  112130. * Get the effect name of the layer.
  112131. * @return The effect name
  112132. */
  112133. getEffectName(): string;
  112134. /**
  112135. * Create the merge effect. This is the shader use to blit the information back
  112136. * to the main canvas at the end of the scene rendering.
  112137. */
  112138. protected _createMergeEffect(): Effect;
  112139. /**
  112140. * Creates the render target textures and post processes used in the glow layer.
  112141. */
  112142. protected _createTextureAndPostProcesses(): void;
  112143. /**
  112144. * Checks for the readiness of the element composing the layer.
  112145. * @param subMesh the mesh to check for
  112146. * @param useInstances specify wether or not to use instances to render the mesh
  112147. * @param emissiveTexture the associated emissive texture used to generate the glow
  112148. * @return true if ready otherwise, false
  112149. */
  112150. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112151. /**
  112152. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112153. */
  112154. needStencil(): boolean;
  112155. /**
  112156. * Returns true if the mesh can be rendered, otherwise false.
  112157. * @param mesh The mesh to render
  112158. * @param material The material used on the mesh
  112159. * @returns true if it can be rendered otherwise false
  112160. */
  112161. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112162. /**
  112163. * Implementation specific of rendering the generating effect on the main canvas.
  112164. * @param effect The effect used to render through
  112165. */
  112166. protected _internalRender(effect: Effect): void;
  112167. /**
  112168. * Sets the required values for both the emissive texture and and the main color.
  112169. */
  112170. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112171. /**
  112172. * Returns true if the mesh should render, otherwise false.
  112173. * @param mesh The mesh to render
  112174. * @returns true if it should render otherwise false
  112175. */
  112176. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112177. /**
  112178. * Adds specific effects defines.
  112179. * @param defines The defines to add specifics to.
  112180. */
  112181. protected _addCustomEffectDefines(defines: string[]): void;
  112182. /**
  112183. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112184. * @param mesh The mesh to exclude from the glow layer
  112185. */
  112186. addExcludedMesh(mesh: Mesh): void;
  112187. /**
  112188. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112189. * @param mesh The mesh to remove
  112190. */
  112191. removeExcludedMesh(mesh: Mesh): void;
  112192. /**
  112193. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112194. * @param mesh The mesh to include in the glow layer
  112195. */
  112196. addIncludedOnlyMesh(mesh: Mesh): void;
  112197. /**
  112198. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112199. * @param mesh The mesh to remove
  112200. */
  112201. removeIncludedOnlyMesh(mesh: Mesh): void;
  112202. /**
  112203. * Determine if a given mesh will be used in the glow layer
  112204. * @param mesh The mesh to test
  112205. * @returns true if the mesh will be highlighted by the current glow layer
  112206. */
  112207. hasMesh(mesh: AbstractMesh): boolean;
  112208. /**
  112209. * Free any resources and references associated to a mesh.
  112210. * Internal use
  112211. * @param mesh The mesh to free.
  112212. * @hidden
  112213. */
  112214. _disposeMesh(mesh: Mesh): void;
  112215. /**
  112216. * Gets the class name of the effect layer
  112217. * @returns the string with the class name of the effect layer
  112218. */
  112219. getClassName(): string;
  112220. /**
  112221. * Serializes this glow layer
  112222. * @returns a serialized glow layer object
  112223. */
  112224. serialize(): any;
  112225. /**
  112226. * Creates a Glow Layer from parsed glow layer data
  112227. * @param parsedGlowLayer defines glow layer data
  112228. * @param scene defines the current scene
  112229. * @param rootUrl defines the root URL containing the glow layer information
  112230. * @returns a parsed Glow Layer
  112231. */
  112232. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112233. }
  112234. }
  112235. declare module BABYLON {
  112236. /** @hidden */
  112237. export var glowBlurPostProcessPixelShader: {
  112238. name: string;
  112239. shader: string;
  112240. };
  112241. }
  112242. declare module BABYLON {
  112243. interface AbstractScene {
  112244. /**
  112245. * Return a the first highlight layer of the scene with a given name.
  112246. * @param name The name of the highlight layer to look for.
  112247. * @return The highlight layer if found otherwise null.
  112248. */
  112249. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112250. }
  112251. /**
  112252. * Highlight layer options. This helps customizing the behaviour
  112253. * of the highlight layer.
  112254. */
  112255. export interface IHighlightLayerOptions {
  112256. /**
  112257. * Multiplication factor apply to the canvas size to compute the render target size
  112258. * used to generated the glowing objects (the smaller the faster).
  112259. */
  112260. mainTextureRatio: number;
  112261. /**
  112262. * Enforces a fixed size texture to ensure resize independant blur.
  112263. */
  112264. mainTextureFixedSize?: number;
  112265. /**
  112266. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112267. * of the picture to blur (the smaller the faster).
  112268. */
  112269. blurTextureSizeRatio: number;
  112270. /**
  112271. * How big in texel of the blur texture is the vertical blur.
  112272. */
  112273. blurVerticalSize: number;
  112274. /**
  112275. * How big in texel of the blur texture is the horizontal blur.
  112276. */
  112277. blurHorizontalSize: number;
  112278. /**
  112279. * Alpha blending mode used to apply the blur. Default is combine.
  112280. */
  112281. alphaBlendingMode: number;
  112282. /**
  112283. * The camera attached to the layer.
  112284. */
  112285. camera: Nullable<Camera>;
  112286. /**
  112287. * Should we display highlight as a solid stroke?
  112288. */
  112289. isStroke?: boolean;
  112290. /**
  112291. * The rendering group to draw the layer in.
  112292. */
  112293. renderingGroupId: number;
  112294. }
  112295. /**
  112296. * The highlight layer Helps adding a glow effect around a mesh.
  112297. *
  112298. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112299. * glowy meshes to your scene.
  112300. *
  112301. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112302. */
  112303. export class HighlightLayer extends EffectLayer {
  112304. name: string;
  112305. /**
  112306. * Effect Name of the highlight layer.
  112307. */
  112308. static readonly EffectName: string;
  112309. /**
  112310. * The neutral color used during the preparation of the glow effect.
  112311. * This is black by default as the blend operation is a blend operation.
  112312. */
  112313. static NeutralColor: Color4;
  112314. /**
  112315. * Stencil value used for glowing meshes.
  112316. */
  112317. static GlowingMeshStencilReference: number;
  112318. /**
  112319. * Stencil value used for the other meshes in the scene.
  112320. */
  112321. static NormalMeshStencilReference: number;
  112322. /**
  112323. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112324. */
  112325. innerGlow: boolean;
  112326. /**
  112327. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112328. */
  112329. outerGlow: boolean;
  112330. /**
  112331. * Specifies the horizontal size of the blur.
  112332. */
  112333. /**
  112334. * Gets the horizontal size of the blur.
  112335. */
  112336. blurHorizontalSize: number;
  112337. /**
  112338. * Specifies the vertical size of the blur.
  112339. */
  112340. /**
  112341. * Gets the vertical size of the blur.
  112342. */
  112343. blurVerticalSize: number;
  112344. /**
  112345. * An event triggered when the highlight layer is being blurred.
  112346. */
  112347. onBeforeBlurObservable: Observable<HighlightLayer>;
  112348. /**
  112349. * An event triggered when the highlight layer has been blurred.
  112350. */
  112351. onAfterBlurObservable: Observable<HighlightLayer>;
  112352. private _instanceGlowingMeshStencilReference;
  112353. private _options;
  112354. private _downSamplePostprocess;
  112355. private _horizontalBlurPostprocess;
  112356. private _verticalBlurPostprocess;
  112357. private _blurTexture;
  112358. private _meshes;
  112359. private _excludedMeshes;
  112360. /**
  112361. * Instantiates a new highlight Layer and references it to the scene..
  112362. * @param name The name of the layer
  112363. * @param scene The scene to use the layer in
  112364. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112365. */
  112366. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112367. /**
  112368. * Get the effect name of the layer.
  112369. * @return The effect name
  112370. */
  112371. getEffectName(): string;
  112372. /**
  112373. * Create the merge effect. This is the shader use to blit the information back
  112374. * to the main canvas at the end of the scene rendering.
  112375. */
  112376. protected _createMergeEffect(): Effect;
  112377. /**
  112378. * Creates the render target textures and post processes used in the highlight layer.
  112379. */
  112380. protected _createTextureAndPostProcesses(): void;
  112381. /**
  112382. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112383. */
  112384. needStencil(): boolean;
  112385. /**
  112386. * Checks for the readiness of the element composing the layer.
  112387. * @param subMesh the mesh to check for
  112388. * @param useInstances specify wether or not to use instances to render the mesh
  112389. * @param emissiveTexture the associated emissive texture used to generate the glow
  112390. * @return true if ready otherwise, false
  112391. */
  112392. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112393. /**
  112394. * Implementation specific of rendering the generating effect on the main canvas.
  112395. * @param effect The effect used to render through
  112396. */
  112397. protected _internalRender(effect: Effect): void;
  112398. /**
  112399. * Returns true if the layer contains information to display, otherwise false.
  112400. */
  112401. shouldRender(): boolean;
  112402. /**
  112403. * Returns true if the mesh should render, otherwise false.
  112404. * @param mesh The mesh to render
  112405. * @returns true if it should render otherwise false
  112406. */
  112407. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112408. /**
  112409. * Sets the required values for both the emissive texture and and the main color.
  112410. */
  112411. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112412. /**
  112413. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112414. * @param mesh The mesh to exclude from the highlight layer
  112415. */
  112416. addExcludedMesh(mesh: Mesh): void;
  112417. /**
  112418. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112419. * @param mesh The mesh to highlight
  112420. */
  112421. removeExcludedMesh(mesh: Mesh): void;
  112422. /**
  112423. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112424. * @param mesh mesh to test
  112425. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112426. */
  112427. hasMesh(mesh: AbstractMesh): boolean;
  112428. /**
  112429. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112430. * @param mesh The mesh to highlight
  112431. * @param color The color of the highlight
  112432. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112433. */
  112434. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112435. /**
  112436. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112437. * @param mesh The mesh to highlight
  112438. */
  112439. removeMesh(mesh: Mesh): void;
  112440. /**
  112441. * Force the stencil to the normal expected value for none glowing parts
  112442. */
  112443. private _defaultStencilReference;
  112444. /**
  112445. * Free any resources and references associated to a mesh.
  112446. * Internal use
  112447. * @param mesh The mesh to free.
  112448. * @hidden
  112449. */
  112450. _disposeMesh(mesh: Mesh): void;
  112451. /**
  112452. * Dispose the highlight layer and free resources.
  112453. */
  112454. dispose(): void;
  112455. /**
  112456. * Gets the class name of the effect layer
  112457. * @returns the string with the class name of the effect layer
  112458. */
  112459. getClassName(): string;
  112460. /**
  112461. * Serializes this Highlight layer
  112462. * @returns a serialized Highlight layer object
  112463. */
  112464. serialize(): any;
  112465. /**
  112466. * Creates a Highlight layer from parsed Highlight layer data
  112467. * @param parsedHightlightLayer defines the Highlight layer data
  112468. * @param scene defines the current scene
  112469. * @param rootUrl defines the root URL containing the Highlight layer information
  112470. * @returns a parsed Highlight layer
  112471. */
  112472. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112473. }
  112474. }
  112475. declare module BABYLON {
  112476. interface AbstractScene {
  112477. /**
  112478. * The list of layers (background and foreground) of the scene
  112479. */
  112480. layers: Array<Layer>;
  112481. }
  112482. /**
  112483. * Defines the layer scene component responsible to manage any layers
  112484. * in a given scene.
  112485. */
  112486. export class LayerSceneComponent implements ISceneComponent {
  112487. /**
  112488. * The component name helpfull to identify the component in the list of scene components.
  112489. */
  112490. readonly name: string;
  112491. /**
  112492. * The scene the component belongs to.
  112493. */
  112494. scene: Scene;
  112495. private _engine;
  112496. /**
  112497. * Creates a new instance of the component for the given scene
  112498. * @param scene Defines the scene to register the component in
  112499. */
  112500. constructor(scene: Scene);
  112501. /**
  112502. * Registers the component in a given scene
  112503. */
  112504. register(): void;
  112505. /**
  112506. * Rebuilds the elements related to this component in case of
  112507. * context lost for instance.
  112508. */
  112509. rebuild(): void;
  112510. /**
  112511. * Disposes the component and the associated ressources.
  112512. */
  112513. dispose(): void;
  112514. private _draw;
  112515. private _drawCameraPredicate;
  112516. private _drawCameraBackground;
  112517. private _drawCameraForeground;
  112518. private _drawRenderTargetPredicate;
  112519. private _drawRenderTargetBackground;
  112520. private _drawRenderTargetForeground;
  112521. /**
  112522. * Adds all the elements from the container to the scene
  112523. * @param container the container holding the elements
  112524. */
  112525. addFromContainer(container: AbstractScene): void;
  112526. /**
  112527. * Removes all the elements in the container from the scene
  112528. * @param container contains the elements to remove
  112529. * @param dispose if the removed element should be disposed (default: false)
  112530. */
  112531. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112532. }
  112533. }
  112534. declare module BABYLON {
  112535. /** @hidden */
  112536. export var layerPixelShader: {
  112537. name: string;
  112538. shader: string;
  112539. };
  112540. }
  112541. declare module BABYLON {
  112542. /** @hidden */
  112543. export var layerVertexShader: {
  112544. name: string;
  112545. shader: string;
  112546. };
  112547. }
  112548. declare module BABYLON {
  112549. /**
  112550. * This represents a full screen 2d layer.
  112551. * This can be useful to display a picture in the background of your scene for instance.
  112552. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112553. */
  112554. export class Layer {
  112555. /**
  112556. * Define the name of the layer.
  112557. */
  112558. name: string;
  112559. /**
  112560. * Define the texture the layer should display.
  112561. */
  112562. texture: Nullable<Texture>;
  112563. /**
  112564. * Is the layer in background or foreground.
  112565. */
  112566. isBackground: boolean;
  112567. /**
  112568. * Define the color of the layer (instead of texture).
  112569. */
  112570. color: Color4;
  112571. /**
  112572. * Define the scale of the layer in order to zoom in out of the texture.
  112573. */
  112574. scale: Vector2;
  112575. /**
  112576. * Define an offset for the layer in order to shift the texture.
  112577. */
  112578. offset: Vector2;
  112579. /**
  112580. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112581. */
  112582. alphaBlendingMode: number;
  112583. /**
  112584. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112585. * Alpha test will not mix with the background color in case of transparency.
  112586. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112587. */
  112588. alphaTest: boolean;
  112589. /**
  112590. * Define a mask to restrict the layer to only some of the scene cameras.
  112591. */
  112592. layerMask: number;
  112593. /**
  112594. * Define the list of render target the layer is visible into.
  112595. */
  112596. renderTargetTextures: RenderTargetTexture[];
  112597. /**
  112598. * Define if the layer is only used in renderTarget or if it also
  112599. * renders in the main frame buffer of the canvas.
  112600. */
  112601. renderOnlyInRenderTargetTextures: boolean;
  112602. private _scene;
  112603. private _vertexBuffers;
  112604. private _indexBuffer;
  112605. private _effect;
  112606. private _alphaTestEffect;
  112607. /**
  112608. * An event triggered when the layer is disposed.
  112609. */
  112610. onDisposeObservable: Observable<Layer>;
  112611. private _onDisposeObserver;
  112612. /**
  112613. * Back compatibility with callback before the onDisposeObservable existed.
  112614. * The set callback will be triggered when the layer has been disposed.
  112615. */
  112616. onDispose: () => void;
  112617. /**
  112618. * An event triggered before rendering the scene
  112619. */
  112620. onBeforeRenderObservable: Observable<Layer>;
  112621. private _onBeforeRenderObserver;
  112622. /**
  112623. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112624. * The set callback will be triggered just before rendering the layer.
  112625. */
  112626. onBeforeRender: () => void;
  112627. /**
  112628. * An event triggered after rendering the scene
  112629. */
  112630. onAfterRenderObservable: Observable<Layer>;
  112631. private _onAfterRenderObserver;
  112632. /**
  112633. * Back compatibility with callback before the onAfterRenderObservable existed.
  112634. * The set callback will be triggered just after rendering the layer.
  112635. */
  112636. onAfterRender: () => void;
  112637. /**
  112638. * Instantiates a new layer.
  112639. * This represents a full screen 2d layer.
  112640. * This can be useful to display a picture in the background of your scene for instance.
  112641. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112642. * @param name Define the name of the layer in the scene
  112643. * @param imgUrl Define the url of the texture to display in the layer
  112644. * @param scene Define the scene the layer belongs to
  112645. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112646. * @param color Defines a color for the layer
  112647. */
  112648. constructor(
  112649. /**
  112650. * Define the name of the layer.
  112651. */
  112652. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112653. private _createIndexBuffer;
  112654. /** @hidden */
  112655. _rebuild(): void;
  112656. /**
  112657. * Renders the layer in the scene.
  112658. */
  112659. render(): void;
  112660. /**
  112661. * Disposes and releases the associated ressources.
  112662. */
  112663. dispose(): void;
  112664. }
  112665. }
  112666. declare module BABYLON {
  112667. /** @hidden */
  112668. export var lensFlarePixelShader: {
  112669. name: string;
  112670. shader: string;
  112671. };
  112672. }
  112673. declare module BABYLON {
  112674. /** @hidden */
  112675. export var lensFlareVertexShader: {
  112676. name: string;
  112677. shader: string;
  112678. };
  112679. }
  112680. declare module BABYLON {
  112681. /**
  112682. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112683. * It is usually composed of several `lensFlare`.
  112684. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112685. */
  112686. export class LensFlareSystem {
  112687. /**
  112688. * Define the name of the lens flare system
  112689. */
  112690. name: string;
  112691. /**
  112692. * List of lens flares used in this system.
  112693. */
  112694. lensFlares: LensFlare[];
  112695. /**
  112696. * Define a limit from the border the lens flare can be visible.
  112697. */
  112698. borderLimit: number;
  112699. /**
  112700. * Define a viewport border we do not want to see the lens flare in.
  112701. */
  112702. viewportBorder: number;
  112703. /**
  112704. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112705. */
  112706. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112707. /**
  112708. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112709. */
  112710. layerMask: number;
  112711. /**
  112712. * Define the id of the lens flare system in the scene.
  112713. * (equal to name by default)
  112714. */
  112715. id: string;
  112716. private _scene;
  112717. private _emitter;
  112718. private _vertexBuffers;
  112719. private _indexBuffer;
  112720. private _effect;
  112721. private _positionX;
  112722. private _positionY;
  112723. private _isEnabled;
  112724. /** @hidden */
  112725. static _SceneComponentInitialization: (scene: Scene) => void;
  112726. /**
  112727. * Instantiates a lens flare system.
  112728. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112729. * It is usually composed of several `lensFlare`.
  112730. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112731. * @param name Define the name of the lens flare system in the scene
  112732. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112733. * @param scene Define the scene the lens flare system belongs to
  112734. */
  112735. constructor(
  112736. /**
  112737. * Define the name of the lens flare system
  112738. */
  112739. name: string, emitter: any, scene: Scene);
  112740. /**
  112741. * Define if the lens flare system is enabled.
  112742. */
  112743. isEnabled: boolean;
  112744. /**
  112745. * Get the scene the effects belongs to.
  112746. * @returns the scene holding the lens flare system
  112747. */
  112748. getScene(): Scene;
  112749. /**
  112750. * Get the emitter of the lens flare system.
  112751. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112752. * @returns the emitter of the lens flare system
  112753. */
  112754. getEmitter(): any;
  112755. /**
  112756. * Set the emitter of the lens flare system.
  112757. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112758. * @param newEmitter Define the new emitter of the system
  112759. */
  112760. setEmitter(newEmitter: any): void;
  112761. /**
  112762. * Get the lens flare system emitter position.
  112763. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112764. * @returns the position
  112765. */
  112766. getEmitterPosition(): Vector3;
  112767. /**
  112768. * @hidden
  112769. */
  112770. computeEffectivePosition(globalViewport: Viewport): boolean;
  112771. /** @hidden */
  112772. _isVisible(): boolean;
  112773. /**
  112774. * @hidden
  112775. */
  112776. render(): boolean;
  112777. /**
  112778. * Dispose and release the lens flare with its associated resources.
  112779. */
  112780. dispose(): void;
  112781. /**
  112782. * Parse a lens flare system from a JSON repressentation
  112783. * @param parsedLensFlareSystem Define the JSON to parse
  112784. * @param scene Define the scene the parsed system should be instantiated in
  112785. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112786. * @returns the parsed system
  112787. */
  112788. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112789. /**
  112790. * Serialize the current Lens Flare System into a JSON representation.
  112791. * @returns the serialized JSON
  112792. */
  112793. serialize(): any;
  112794. }
  112795. }
  112796. declare module BABYLON {
  112797. /**
  112798. * This represents one of the lens effect in a `lensFlareSystem`.
  112799. * It controls one of the indiviual texture used in the effect.
  112800. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112801. */
  112802. export class LensFlare {
  112803. /**
  112804. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112805. */
  112806. size: number;
  112807. /**
  112808. * 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.
  112809. */
  112810. position: number;
  112811. /**
  112812. * Define the lens color.
  112813. */
  112814. color: Color3;
  112815. /**
  112816. * Define the lens texture.
  112817. */
  112818. texture: Nullable<Texture>;
  112819. /**
  112820. * Define the alpha mode to render this particular lens.
  112821. */
  112822. alphaMode: number;
  112823. private _system;
  112824. /**
  112825. * Creates a new Lens Flare.
  112826. * This represents one of the lens effect in a `lensFlareSystem`.
  112827. * It controls one of the indiviual texture used in the effect.
  112828. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112829. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112830. * @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.
  112831. * @param color Define the lens color
  112832. * @param imgUrl Define the lens texture url
  112833. * @param system Define the `lensFlareSystem` this flare is part of
  112834. * @returns The newly created Lens Flare
  112835. */
  112836. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112837. /**
  112838. * Instantiates a new Lens Flare.
  112839. * This represents one of the lens effect in a `lensFlareSystem`.
  112840. * It controls one of the indiviual texture used in the effect.
  112841. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112842. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112843. * @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.
  112844. * @param color Define the lens color
  112845. * @param imgUrl Define the lens texture url
  112846. * @param system Define the `lensFlareSystem` this flare is part of
  112847. */
  112848. constructor(
  112849. /**
  112850. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112851. */
  112852. size: number,
  112853. /**
  112854. * 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.
  112855. */
  112856. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112857. /**
  112858. * Dispose and release the lens flare with its associated resources.
  112859. */
  112860. dispose(): void;
  112861. }
  112862. }
  112863. declare module BABYLON {
  112864. interface AbstractScene {
  112865. /**
  112866. * The list of lens flare system added to the scene
  112867. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112868. */
  112869. lensFlareSystems: Array<LensFlareSystem>;
  112870. /**
  112871. * Removes the given lens flare system from this scene.
  112872. * @param toRemove The lens flare system to remove
  112873. * @returns The index of the removed lens flare system
  112874. */
  112875. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  112876. /**
  112877. * Adds the given lens flare system to this scene
  112878. * @param newLensFlareSystem The lens flare system to add
  112879. */
  112880. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  112881. /**
  112882. * Gets a lens flare system using its name
  112883. * @param name defines the name to look for
  112884. * @returns the lens flare system or null if not found
  112885. */
  112886. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  112887. /**
  112888. * Gets a lens flare system using its id
  112889. * @param id defines the id to look for
  112890. * @returns the lens flare system or null if not found
  112891. */
  112892. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  112893. }
  112894. /**
  112895. * Defines the lens flare scene component responsible to manage any lens flares
  112896. * in a given scene.
  112897. */
  112898. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  112899. /**
  112900. * The component name helpfull to identify the component in the list of scene components.
  112901. */
  112902. readonly name: string;
  112903. /**
  112904. * The scene the component belongs to.
  112905. */
  112906. scene: Scene;
  112907. /**
  112908. * Creates a new instance of the component for the given scene
  112909. * @param scene Defines the scene to register the component in
  112910. */
  112911. constructor(scene: Scene);
  112912. /**
  112913. * Registers the component in a given scene
  112914. */
  112915. register(): void;
  112916. /**
  112917. * Rebuilds the elements related to this component in case of
  112918. * context lost for instance.
  112919. */
  112920. rebuild(): void;
  112921. /**
  112922. * Adds all the elements from the container to the scene
  112923. * @param container the container holding the elements
  112924. */
  112925. addFromContainer(container: AbstractScene): void;
  112926. /**
  112927. * Removes all the elements in the container from the scene
  112928. * @param container contains the elements to remove
  112929. * @param dispose if the removed element should be disposed (default: false)
  112930. */
  112931. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112932. /**
  112933. * Serializes the component data to the specified json object
  112934. * @param serializationObject The object to serialize to
  112935. */
  112936. serialize(serializationObject: any): void;
  112937. /**
  112938. * Disposes the component and the associated ressources.
  112939. */
  112940. dispose(): void;
  112941. private _draw;
  112942. }
  112943. }
  112944. declare module BABYLON {
  112945. /**
  112946. * Defines the shadow generator component responsible to manage any shadow generators
  112947. * in a given scene.
  112948. */
  112949. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  112950. /**
  112951. * The component name helpfull to identify the component in the list of scene components.
  112952. */
  112953. readonly name: string;
  112954. /**
  112955. * The scene the component belongs to.
  112956. */
  112957. scene: Scene;
  112958. /**
  112959. * Creates a new instance of the component for the given scene
  112960. * @param scene Defines the scene to register the component in
  112961. */
  112962. constructor(scene: Scene);
  112963. /**
  112964. * Registers the component in a given scene
  112965. */
  112966. register(): void;
  112967. /**
  112968. * Rebuilds the elements related to this component in case of
  112969. * context lost for instance.
  112970. */
  112971. rebuild(): void;
  112972. /**
  112973. * Serializes the component data to the specified json object
  112974. * @param serializationObject The object to serialize to
  112975. */
  112976. serialize(serializationObject: any): void;
  112977. /**
  112978. * Adds all the elements from the container to the scene
  112979. * @param container the container holding the elements
  112980. */
  112981. addFromContainer(container: AbstractScene): void;
  112982. /**
  112983. * Removes all the elements in the container from the scene
  112984. * @param container contains the elements to remove
  112985. * @param dispose if the removed element should be disposed (default: false)
  112986. */
  112987. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112988. /**
  112989. * Rebuilds the elements related to this component in case of
  112990. * context lost for instance.
  112991. */
  112992. dispose(): void;
  112993. private _gatherRenderTargets;
  112994. }
  112995. }
  112996. declare module BABYLON {
  112997. /**
  112998. * A point light is a light defined by an unique point in world space.
  112999. * The light is emitted in every direction from this point.
  113000. * A good example of a point light is a standard light bulb.
  113001. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113002. */
  113003. export class PointLight extends ShadowLight {
  113004. private _shadowAngle;
  113005. /**
  113006. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113007. * This specifies what angle the shadow will use to be created.
  113008. *
  113009. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113010. */
  113011. /**
  113012. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113013. * This specifies what angle the shadow will use to be created.
  113014. *
  113015. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113016. */
  113017. shadowAngle: number;
  113018. /**
  113019. * Gets the direction if it has been set.
  113020. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113021. */
  113022. /**
  113023. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113024. */
  113025. direction: Vector3;
  113026. /**
  113027. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  113028. * A PointLight emits the light in every direction.
  113029. * It can cast shadows.
  113030. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  113031. * ```javascript
  113032. * var pointLight = new PointLight("pl", camera.position, scene);
  113033. * ```
  113034. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113035. * @param name The light friendly name
  113036. * @param position The position of the point light in the scene
  113037. * @param scene The scene the lights belongs to
  113038. */
  113039. constructor(name: string, position: Vector3, scene: Scene);
  113040. /**
  113041. * Returns the string "PointLight"
  113042. * @returns the class name
  113043. */
  113044. getClassName(): string;
  113045. /**
  113046. * Returns the integer 0.
  113047. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113048. */
  113049. getTypeID(): number;
  113050. /**
  113051. * Specifies wether or not the shadowmap should be a cube texture.
  113052. * @returns true if the shadowmap needs to be a cube texture.
  113053. */
  113054. needCube(): boolean;
  113055. /**
  113056. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  113057. * @param faceIndex The index of the face we are computed the direction to generate shadow
  113058. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  113059. */
  113060. getShadowDirection(faceIndex?: number): Vector3;
  113061. /**
  113062. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  113063. * - fov = PI / 2
  113064. * - aspect ratio : 1.0
  113065. * - z-near and far equal to the active camera minZ and maxZ.
  113066. * Returns the PointLight.
  113067. */
  113068. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113069. protected _buildUniformLayout(): void;
  113070. /**
  113071. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  113072. * @param effect The effect to update
  113073. * @param lightIndex The index of the light in the effect to update
  113074. * @returns The point light
  113075. */
  113076. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  113077. /**
  113078. * Prepares the list of defines specific to the light type.
  113079. * @param defines the list of defines
  113080. * @param lightIndex defines the index of the light for the effect
  113081. */
  113082. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113083. }
  113084. }
  113085. declare module BABYLON {
  113086. /**
  113087. * Header information of HDR texture files.
  113088. */
  113089. export interface HDRInfo {
  113090. /**
  113091. * The height of the texture in pixels.
  113092. */
  113093. height: number;
  113094. /**
  113095. * The width of the texture in pixels.
  113096. */
  113097. width: number;
  113098. /**
  113099. * The index of the beginning of the data in the binary file.
  113100. */
  113101. dataPosition: number;
  113102. }
  113103. /**
  113104. * This groups tools to convert HDR texture to native colors array.
  113105. */
  113106. export class HDRTools {
  113107. private static Ldexp;
  113108. private static Rgbe2float;
  113109. private static readStringLine;
  113110. /**
  113111. * Reads header information from an RGBE texture stored in a native array.
  113112. * More information on this format are available here:
  113113. * https://en.wikipedia.org/wiki/RGBE_image_format
  113114. *
  113115. * @param uint8array The binary file stored in native array.
  113116. * @return The header information.
  113117. */
  113118. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  113119. /**
  113120. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  113121. * This RGBE texture needs to store the information as a panorama.
  113122. *
  113123. * More information on this format are available here:
  113124. * https://en.wikipedia.org/wiki/RGBE_image_format
  113125. *
  113126. * @param buffer The binary file stored in an array buffer.
  113127. * @param size The expected size of the extracted cubemap.
  113128. * @return The Cube Map information.
  113129. */
  113130. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  113131. /**
  113132. * Returns the pixels data extracted from an RGBE texture.
  113133. * This pixels will be stored left to right up to down in the R G B order in one array.
  113134. *
  113135. * More information on this format are available here:
  113136. * https://en.wikipedia.org/wiki/RGBE_image_format
  113137. *
  113138. * @param uint8array The binary file stored in an array buffer.
  113139. * @param hdrInfo The header information of the file.
  113140. * @return The pixels data in RGB right to left up to down order.
  113141. */
  113142. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  113143. private static RGBE_ReadPixels_RLE;
  113144. }
  113145. }
  113146. declare module BABYLON {
  113147. /**
  113148. * This represents a texture coming from an HDR input.
  113149. *
  113150. * The only supported format is currently panorama picture stored in RGBE format.
  113151. * Example of such files can be found on HDRLib: http://hdrlib.com/
  113152. */
  113153. export class HDRCubeTexture extends BaseTexture {
  113154. private static _facesMapping;
  113155. private _generateHarmonics;
  113156. private _noMipmap;
  113157. private _textureMatrix;
  113158. private _size;
  113159. private _onLoad;
  113160. private _onError;
  113161. /**
  113162. * The texture URL.
  113163. */
  113164. url: string;
  113165. /**
  113166. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113167. */
  113168. coordinatesMode: number;
  113169. protected _isBlocking: boolean;
  113170. /**
  113171. * Sets wether or not the texture is blocking during loading.
  113172. */
  113173. /**
  113174. * Gets wether or not the texture is blocking during loading.
  113175. */
  113176. isBlocking: boolean;
  113177. protected _rotationY: number;
  113178. /**
  113179. * Sets texture matrix rotation angle around Y axis in radians.
  113180. */
  113181. /**
  113182. * Gets texture matrix rotation angle around Y axis radians.
  113183. */
  113184. rotationY: number;
  113185. /**
  113186. * Gets or sets the center of the bounding box associated with the cube texture
  113187. * It must define where the camera used to render the texture was set
  113188. */
  113189. boundingBoxPosition: Vector3;
  113190. private _boundingBoxSize;
  113191. /**
  113192. * Gets or sets the size of the bounding box associated with the cube texture
  113193. * When defined, the cubemap will switch to local mode
  113194. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113195. * @example https://www.babylonjs-playground.com/#RNASML
  113196. */
  113197. boundingBoxSize: Vector3;
  113198. /**
  113199. * Instantiates an HDRTexture from the following parameters.
  113200. *
  113201. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113202. * @param scene The scene the texture will be used in
  113203. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113204. * @param noMipmap Forces to not generate the mipmap if true
  113205. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113206. * @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)
  113207. * @param reserved Reserved flag for internal use.
  113208. */
  113209. 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>);
  113210. /**
  113211. * Get the current class name of the texture useful for serialization or dynamic coding.
  113212. * @returns "HDRCubeTexture"
  113213. */
  113214. getClassName(): string;
  113215. /**
  113216. * Occurs when the file is raw .hdr file.
  113217. */
  113218. private loadTexture;
  113219. clone(): HDRCubeTexture;
  113220. delayLoad(): void;
  113221. /**
  113222. * Get the texture reflection matrix used to rotate/transform the reflection.
  113223. * @returns the reflection matrix
  113224. */
  113225. getReflectionTextureMatrix(): Matrix;
  113226. /**
  113227. * Set the texture reflection matrix used to rotate/transform the reflection.
  113228. * @param value Define the reflection matrix to set
  113229. */
  113230. setReflectionTextureMatrix(value: Matrix): void;
  113231. /**
  113232. * Parses a JSON representation of an HDR Texture in order to create the texture
  113233. * @param parsedTexture Define the JSON representation
  113234. * @param scene Define the scene the texture should be created in
  113235. * @param rootUrl Define the root url in case we need to load relative dependencies
  113236. * @returns the newly created texture after parsing
  113237. */
  113238. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113239. serialize(): any;
  113240. }
  113241. }
  113242. declare module BABYLON {
  113243. /**
  113244. * Class used to control physics engine
  113245. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113246. */
  113247. export class PhysicsEngine implements IPhysicsEngine {
  113248. private _physicsPlugin;
  113249. /**
  113250. * Global value used to control the smallest number supported by the simulation
  113251. */
  113252. static Epsilon: number;
  113253. private _impostors;
  113254. private _joints;
  113255. /**
  113256. * Gets the gravity vector used by the simulation
  113257. */
  113258. gravity: Vector3;
  113259. /**
  113260. * Factory used to create the default physics plugin.
  113261. * @returns The default physics plugin
  113262. */
  113263. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113264. /**
  113265. * Creates a new Physics Engine
  113266. * @param gravity defines the gravity vector used by the simulation
  113267. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113268. */
  113269. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113270. /**
  113271. * Sets the gravity vector used by the simulation
  113272. * @param gravity defines the gravity vector to use
  113273. */
  113274. setGravity(gravity: Vector3): void;
  113275. /**
  113276. * Set the time step of the physics engine.
  113277. * Default is 1/60.
  113278. * To slow it down, enter 1/600 for example.
  113279. * To speed it up, 1/30
  113280. * @param newTimeStep defines the new timestep to apply to this world.
  113281. */
  113282. setTimeStep(newTimeStep?: number): void;
  113283. /**
  113284. * Get the time step of the physics engine.
  113285. * @returns the current time step
  113286. */
  113287. getTimeStep(): number;
  113288. /**
  113289. * Release all resources
  113290. */
  113291. dispose(): void;
  113292. /**
  113293. * Gets the name of the current physics plugin
  113294. * @returns the name of the plugin
  113295. */
  113296. getPhysicsPluginName(): string;
  113297. /**
  113298. * Adding a new impostor for the impostor tracking.
  113299. * This will be done by the impostor itself.
  113300. * @param impostor the impostor to add
  113301. */
  113302. addImpostor(impostor: PhysicsImpostor): void;
  113303. /**
  113304. * Remove an impostor from the engine.
  113305. * This impostor and its mesh will not longer be updated by the physics engine.
  113306. * @param impostor the impostor to remove
  113307. */
  113308. removeImpostor(impostor: PhysicsImpostor): void;
  113309. /**
  113310. * Add a joint to the physics engine
  113311. * @param mainImpostor defines the main impostor to which the joint is added.
  113312. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113313. * @param joint defines the joint that will connect both impostors.
  113314. */
  113315. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113316. /**
  113317. * Removes a joint from the simulation
  113318. * @param mainImpostor defines the impostor used with the joint
  113319. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113320. * @param joint defines the joint to remove
  113321. */
  113322. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113323. /**
  113324. * Called by the scene. No need to call it.
  113325. * @param delta defines the timespam between frames
  113326. */
  113327. _step(delta: number): void;
  113328. /**
  113329. * Gets the current plugin used to run the simulation
  113330. * @returns current plugin
  113331. */
  113332. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113333. /**
  113334. * Gets the list of physic impostors
  113335. * @returns an array of PhysicsImpostor
  113336. */
  113337. getImpostors(): Array<PhysicsImpostor>;
  113338. /**
  113339. * Gets the impostor for a physics enabled object
  113340. * @param object defines the object impersonated by the impostor
  113341. * @returns the PhysicsImpostor or null if not found
  113342. */
  113343. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113344. /**
  113345. * Gets the impostor for a physics body object
  113346. * @param body defines physics body used by the impostor
  113347. * @returns the PhysicsImpostor or null if not found
  113348. */
  113349. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113350. /**
  113351. * Does a raycast in the physics world
  113352. * @param from when should the ray start?
  113353. * @param to when should the ray end?
  113354. * @returns PhysicsRaycastResult
  113355. */
  113356. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113357. }
  113358. }
  113359. declare module BABYLON {
  113360. /** @hidden */
  113361. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113362. private _useDeltaForWorldStep;
  113363. world: any;
  113364. name: string;
  113365. private _physicsMaterials;
  113366. private _fixedTimeStep;
  113367. private _cannonRaycastResult;
  113368. private _raycastResult;
  113369. private _physicsBodysToRemoveAfterStep;
  113370. BJSCANNON: any;
  113371. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113372. setGravity(gravity: Vector3): void;
  113373. setTimeStep(timeStep: number): void;
  113374. getTimeStep(): number;
  113375. executeStep(delta: number): void;
  113376. private _removeMarkedPhysicsBodiesFromWorld;
  113377. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113378. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113379. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113380. private _processChildMeshes;
  113381. removePhysicsBody(impostor: PhysicsImpostor): void;
  113382. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113383. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113384. private _addMaterial;
  113385. private _checkWithEpsilon;
  113386. private _createShape;
  113387. private _createHeightmap;
  113388. private _minus90X;
  113389. private _plus90X;
  113390. private _tmpPosition;
  113391. private _tmpDeltaPosition;
  113392. private _tmpUnityRotation;
  113393. private _updatePhysicsBodyTransformation;
  113394. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113395. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113396. isSupported(): boolean;
  113397. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113398. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113399. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113400. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113401. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113402. getBodyMass(impostor: PhysicsImpostor): number;
  113403. getBodyFriction(impostor: PhysicsImpostor): number;
  113404. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113405. getBodyRestitution(impostor: PhysicsImpostor): number;
  113406. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113407. sleepBody(impostor: PhysicsImpostor): void;
  113408. wakeUpBody(impostor: PhysicsImpostor): void;
  113409. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113410. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113411. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113412. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113413. getRadius(impostor: PhysicsImpostor): number;
  113414. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113415. dispose(): void;
  113416. private _extendNamespace;
  113417. /**
  113418. * Does a raycast in the physics world
  113419. * @param from when should the ray start?
  113420. * @param to when should the ray end?
  113421. * @returns PhysicsRaycastResult
  113422. */
  113423. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113424. }
  113425. }
  113426. declare module BABYLON {
  113427. /** @hidden */
  113428. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113429. world: any;
  113430. name: string;
  113431. BJSOIMO: any;
  113432. private _raycastResult;
  113433. constructor(iterations?: number, oimoInjection?: any);
  113434. setGravity(gravity: Vector3): void;
  113435. setTimeStep(timeStep: number): void;
  113436. getTimeStep(): number;
  113437. private _tmpImpostorsArray;
  113438. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113439. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113440. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113441. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113442. private _tmpPositionVector;
  113443. removePhysicsBody(impostor: PhysicsImpostor): void;
  113444. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113445. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113446. isSupported(): boolean;
  113447. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113448. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113449. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113450. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113451. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113452. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113453. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113454. getBodyMass(impostor: PhysicsImpostor): number;
  113455. getBodyFriction(impostor: PhysicsImpostor): number;
  113456. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113457. getBodyRestitution(impostor: PhysicsImpostor): number;
  113458. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113459. sleepBody(impostor: PhysicsImpostor): void;
  113460. wakeUpBody(impostor: PhysicsImpostor): void;
  113461. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113462. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113463. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113464. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113465. getRadius(impostor: PhysicsImpostor): number;
  113466. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113467. dispose(): void;
  113468. /**
  113469. * Does a raycast in the physics world
  113470. * @param from when should the ray start?
  113471. * @param to when should the ray end?
  113472. * @returns PhysicsRaycastResult
  113473. */
  113474. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113475. }
  113476. }
  113477. declare module BABYLON {
  113478. /**
  113479. * Class containing static functions to help procedurally build meshes
  113480. */
  113481. export class RibbonBuilder {
  113482. /**
  113483. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113484. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113485. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113486. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113487. * * 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
  113488. * * 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
  113489. * * 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
  113490. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113491. * * 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
  113492. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113493. * * 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
  113494. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113495. * * 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
  113496. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113497. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113498. * @param name defines the name of the mesh
  113499. * @param options defines the options used to create the mesh
  113500. * @param scene defines the hosting scene
  113501. * @returns the ribbon mesh
  113502. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113503. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113504. */
  113505. static CreateRibbon(name: string, options: {
  113506. pathArray: Vector3[][];
  113507. closeArray?: boolean;
  113508. closePath?: boolean;
  113509. offset?: number;
  113510. updatable?: boolean;
  113511. sideOrientation?: number;
  113512. frontUVs?: Vector4;
  113513. backUVs?: Vector4;
  113514. instance?: Mesh;
  113515. invertUV?: boolean;
  113516. uvs?: Vector2[];
  113517. colors?: Color4[];
  113518. }, scene?: Nullable<Scene>): Mesh;
  113519. }
  113520. }
  113521. declare module BABYLON {
  113522. /**
  113523. * Class containing static functions to help procedurally build meshes
  113524. */
  113525. export class ShapeBuilder {
  113526. /**
  113527. * 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.
  113528. * * 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.
  113529. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113530. * * 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.
  113531. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113532. * * 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
  113533. * * 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
  113534. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113536. * * 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
  113537. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113539. * @param name defines the name of the mesh
  113540. * @param options defines the options used to create the mesh
  113541. * @param scene defines the hosting scene
  113542. * @returns the extruded shape mesh
  113543. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113544. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113545. */
  113546. static ExtrudeShape(name: string, options: {
  113547. shape: Vector3[];
  113548. path: Vector3[];
  113549. scale?: number;
  113550. rotation?: number;
  113551. cap?: number;
  113552. updatable?: boolean;
  113553. sideOrientation?: number;
  113554. frontUVs?: Vector4;
  113555. backUVs?: Vector4;
  113556. instance?: Mesh;
  113557. invertUV?: boolean;
  113558. }, scene?: Nullable<Scene>): Mesh;
  113559. /**
  113560. * Creates an custom extruded shape mesh.
  113561. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113562. * * 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.
  113563. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113564. * * 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
  113565. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113566. * * 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
  113567. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113568. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113569. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113570. * * 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
  113571. * * 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
  113572. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113573. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113574. * * 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
  113575. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113577. * @param name defines the name of the mesh
  113578. * @param options defines the options used to create the mesh
  113579. * @param scene defines the hosting scene
  113580. * @returns the custom extruded shape mesh
  113581. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113582. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113583. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113584. */
  113585. static ExtrudeShapeCustom(name: string, options: {
  113586. shape: Vector3[];
  113587. path: Vector3[];
  113588. scaleFunction?: any;
  113589. rotationFunction?: any;
  113590. ribbonCloseArray?: boolean;
  113591. ribbonClosePath?: boolean;
  113592. cap?: number;
  113593. updatable?: boolean;
  113594. sideOrientation?: number;
  113595. frontUVs?: Vector4;
  113596. backUVs?: Vector4;
  113597. instance?: Mesh;
  113598. invertUV?: boolean;
  113599. }, scene?: Nullable<Scene>): Mesh;
  113600. private static _ExtrudeShapeGeneric;
  113601. }
  113602. }
  113603. declare module BABYLON {
  113604. /**
  113605. * AmmoJS Physics plugin
  113606. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113607. * @see https://github.com/kripken/ammo.js/
  113608. */
  113609. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113610. private _useDeltaForWorldStep;
  113611. /**
  113612. * Reference to the Ammo library
  113613. */
  113614. bjsAMMO: any;
  113615. /**
  113616. * Created ammoJS world which physics bodies are added to
  113617. */
  113618. world: any;
  113619. /**
  113620. * Name of the plugin
  113621. */
  113622. name: string;
  113623. private _timeStep;
  113624. private _fixedTimeStep;
  113625. private _maxSteps;
  113626. private _tmpQuaternion;
  113627. private _tmpAmmoTransform;
  113628. private _tmpAmmoQuaternion;
  113629. private _tmpAmmoConcreteContactResultCallback;
  113630. private _collisionConfiguration;
  113631. private _dispatcher;
  113632. private _overlappingPairCache;
  113633. private _solver;
  113634. private _softBodySolver;
  113635. private _tmpAmmoVectorA;
  113636. private _tmpAmmoVectorB;
  113637. private _tmpAmmoVectorC;
  113638. private _tmpAmmoVectorD;
  113639. private _tmpContactCallbackResult;
  113640. private _tmpAmmoVectorRCA;
  113641. private _tmpAmmoVectorRCB;
  113642. private _raycastResult;
  113643. private static readonly DISABLE_COLLISION_FLAG;
  113644. private static readonly KINEMATIC_FLAG;
  113645. private static readonly DISABLE_DEACTIVATION_FLAG;
  113646. /**
  113647. * Initializes the ammoJS plugin
  113648. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113649. * @param ammoInjection can be used to inject your own ammo reference
  113650. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113651. */
  113652. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113653. /**
  113654. * Sets the gravity of the physics world (m/(s^2))
  113655. * @param gravity Gravity to set
  113656. */
  113657. setGravity(gravity: Vector3): void;
  113658. /**
  113659. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113660. * @param timeStep timestep to use in seconds
  113661. */
  113662. setTimeStep(timeStep: number): void;
  113663. /**
  113664. * 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)
  113665. * @param fixedTimeStep fixedTimeStep to use in seconds
  113666. */
  113667. setFixedTimeStep(fixedTimeStep: number): void;
  113668. /**
  113669. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113670. * @param maxSteps the maximum number of steps by the physics engine per frame
  113671. */
  113672. setMaxSteps(maxSteps: number): void;
  113673. /**
  113674. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113675. * @returns the current timestep in seconds
  113676. */
  113677. getTimeStep(): number;
  113678. private _isImpostorInContact;
  113679. private _isImpostorPairInContact;
  113680. private _stepSimulation;
  113681. /**
  113682. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113683. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113684. * After the step the babylon meshes are set to the position of the physics imposters
  113685. * @param delta amount of time to step forward
  113686. * @param impostors array of imposters to update before/after the step
  113687. */
  113688. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113689. /**
  113690. * Update babylon mesh to match physics world object
  113691. * @param impostor imposter to match
  113692. */
  113693. private _afterSoftStep;
  113694. /**
  113695. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113696. * @param impostor imposter to match
  113697. */
  113698. private _ropeStep;
  113699. /**
  113700. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113701. * @param impostor imposter to match
  113702. */
  113703. private _softbodyOrClothStep;
  113704. private _tmpVector;
  113705. private _tmpMatrix;
  113706. /**
  113707. * Applies an impulse on the imposter
  113708. * @param impostor imposter to apply impulse to
  113709. * @param force amount of force to be applied to the imposter
  113710. * @param contactPoint the location to apply the impulse on the imposter
  113711. */
  113712. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113713. /**
  113714. * Applies a force on the imposter
  113715. * @param impostor imposter to apply force
  113716. * @param force amount of force to be applied to the imposter
  113717. * @param contactPoint the location to apply the force on the imposter
  113718. */
  113719. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113720. /**
  113721. * Creates a physics body using the plugin
  113722. * @param impostor the imposter to create the physics body on
  113723. */
  113724. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113725. /**
  113726. * Removes the physics body from the imposter and disposes of the body's memory
  113727. * @param impostor imposter to remove the physics body from
  113728. */
  113729. removePhysicsBody(impostor: PhysicsImpostor): void;
  113730. /**
  113731. * Generates a joint
  113732. * @param impostorJoint the imposter joint to create the joint with
  113733. */
  113734. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113735. /**
  113736. * Removes a joint
  113737. * @param impostorJoint the imposter joint to remove the joint from
  113738. */
  113739. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113740. private _addMeshVerts;
  113741. /**
  113742. * Initialise the soft body vertices to match its object's (mesh) vertices
  113743. * Softbody vertices (nodes) are in world space and to match this
  113744. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113745. * @param impostor to create the softbody for
  113746. */
  113747. private _softVertexData;
  113748. /**
  113749. * Create an impostor's soft body
  113750. * @param impostor to create the softbody for
  113751. */
  113752. private _createSoftbody;
  113753. /**
  113754. * Create cloth for an impostor
  113755. * @param impostor to create the softbody for
  113756. */
  113757. private _createCloth;
  113758. /**
  113759. * Create rope for an impostor
  113760. * @param impostor to create the softbody for
  113761. */
  113762. private _createRope;
  113763. private _addHullVerts;
  113764. private _createShape;
  113765. /**
  113766. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113767. * @param impostor imposter containing the physics body and babylon object
  113768. */
  113769. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113770. /**
  113771. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113772. * @param impostor imposter containing the physics body and babylon object
  113773. * @param newPosition new position
  113774. * @param newRotation new rotation
  113775. */
  113776. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113777. /**
  113778. * If this plugin is supported
  113779. * @returns true if its supported
  113780. */
  113781. isSupported(): boolean;
  113782. /**
  113783. * Sets the linear velocity of the physics body
  113784. * @param impostor imposter to set the velocity on
  113785. * @param velocity velocity to set
  113786. */
  113787. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113788. /**
  113789. * Sets the angular velocity of the physics body
  113790. * @param impostor imposter to set the velocity on
  113791. * @param velocity velocity to set
  113792. */
  113793. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113794. /**
  113795. * gets the linear velocity
  113796. * @param impostor imposter to get linear velocity from
  113797. * @returns linear velocity
  113798. */
  113799. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113800. /**
  113801. * gets the angular velocity
  113802. * @param impostor imposter to get angular velocity from
  113803. * @returns angular velocity
  113804. */
  113805. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113806. /**
  113807. * Sets the mass of physics body
  113808. * @param impostor imposter to set the mass on
  113809. * @param mass mass to set
  113810. */
  113811. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113812. /**
  113813. * Gets the mass of the physics body
  113814. * @param impostor imposter to get the mass from
  113815. * @returns mass
  113816. */
  113817. getBodyMass(impostor: PhysicsImpostor): number;
  113818. /**
  113819. * Gets friction of the impostor
  113820. * @param impostor impostor to get friction from
  113821. * @returns friction value
  113822. */
  113823. getBodyFriction(impostor: PhysicsImpostor): number;
  113824. /**
  113825. * Sets friction of the impostor
  113826. * @param impostor impostor to set friction on
  113827. * @param friction friction value
  113828. */
  113829. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113830. /**
  113831. * Gets restitution of the impostor
  113832. * @param impostor impostor to get restitution from
  113833. * @returns restitution value
  113834. */
  113835. getBodyRestitution(impostor: PhysicsImpostor): number;
  113836. /**
  113837. * Sets resitution of the impostor
  113838. * @param impostor impostor to set resitution on
  113839. * @param restitution resitution value
  113840. */
  113841. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113842. /**
  113843. * Gets pressure inside the impostor
  113844. * @param impostor impostor to get pressure from
  113845. * @returns pressure value
  113846. */
  113847. getBodyPressure(impostor: PhysicsImpostor): number;
  113848. /**
  113849. * Sets pressure inside a soft body impostor
  113850. * Cloth and rope must remain 0 pressure
  113851. * @param impostor impostor to set pressure on
  113852. * @param pressure pressure value
  113853. */
  113854. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113855. /**
  113856. * Gets stiffness of the impostor
  113857. * @param impostor impostor to get stiffness from
  113858. * @returns pressure value
  113859. */
  113860. getBodyStiffness(impostor: PhysicsImpostor): number;
  113861. /**
  113862. * Sets stiffness of the impostor
  113863. * @param impostor impostor to set stiffness on
  113864. * @param stiffness stiffness value from 0 to 1
  113865. */
  113866. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  113867. /**
  113868. * Gets velocityIterations of the impostor
  113869. * @param impostor impostor to get velocity iterations from
  113870. * @returns velocityIterations value
  113871. */
  113872. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  113873. /**
  113874. * Sets velocityIterations of the impostor
  113875. * @param impostor impostor to set velocity iterations on
  113876. * @param velocityIterations velocityIterations value
  113877. */
  113878. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  113879. /**
  113880. * Gets positionIterations of the impostor
  113881. * @param impostor impostor to get position iterations from
  113882. * @returns positionIterations value
  113883. */
  113884. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  113885. /**
  113886. * Sets positionIterations of the impostor
  113887. * @param impostor impostor to set position on
  113888. * @param positionIterations positionIterations value
  113889. */
  113890. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  113891. /**
  113892. * Append an anchor to a cloth object
  113893. * @param impostor is the cloth impostor to add anchor to
  113894. * @param otherImpostor is the rigid impostor to anchor to
  113895. * @param width ratio across width from 0 to 1
  113896. * @param height ratio up height from 0 to 1
  113897. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  113898. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113899. */
  113900. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113901. /**
  113902. * Append an hook to a rope object
  113903. * @param impostor is the rope impostor to add hook to
  113904. * @param otherImpostor is the rigid impostor to hook to
  113905. * @param length ratio along the rope from 0 to 1
  113906. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  113907. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113908. */
  113909. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113910. /**
  113911. * Sleeps the physics body and stops it from being active
  113912. * @param impostor impostor to sleep
  113913. */
  113914. sleepBody(impostor: PhysicsImpostor): void;
  113915. /**
  113916. * Activates the physics body
  113917. * @param impostor impostor to activate
  113918. */
  113919. wakeUpBody(impostor: PhysicsImpostor): void;
  113920. /**
  113921. * Updates the distance parameters of the joint
  113922. * @param joint joint to update
  113923. * @param maxDistance maximum distance of the joint
  113924. * @param minDistance minimum distance of the joint
  113925. */
  113926. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113927. /**
  113928. * Sets a motor on the joint
  113929. * @param joint joint to set motor on
  113930. * @param speed speed of the motor
  113931. * @param maxForce maximum force of the motor
  113932. * @param motorIndex index of the motor
  113933. */
  113934. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113935. /**
  113936. * Sets the motors limit
  113937. * @param joint joint to set limit on
  113938. * @param upperLimit upper limit
  113939. * @param lowerLimit lower limit
  113940. */
  113941. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113942. /**
  113943. * Syncs the position and rotation of a mesh with the impostor
  113944. * @param mesh mesh to sync
  113945. * @param impostor impostor to update the mesh with
  113946. */
  113947. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113948. /**
  113949. * Gets the radius of the impostor
  113950. * @param impostor impostor to get radius from
  113951. * @returns the radius
  113952. */
  113953. getRadius(impostor: PhysicsImpostor): number;
  113954. /**
  113955. * Gets the box size of the impostor
  113956. * @param impostor impostor to get box size from
  113957. * @param result the resulting box size
  113958. */
  113959. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113960. /**
  113961. * Disposes of the impostor
  113962. */
  113963. dispose(): void;
  113964. /**
  113965. * Does a raycast in the physics world
  113966. * @param from when should the ray start?
  113967. * @param to when should the ray end?
  113968. * @returns PhysicsRaycastResult
  113969. */
  113970. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113971. }
  113972. }
  113973. declare module BABYLON {
  113974. interface AbstractScene {
  113975. /**
  113976. * The list of reflection probes added to the scene
  113977. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113978. */
  113979. reflectionProbes: Array<ReflectionProbe>;
  113980. /**
  113981. * Removes the given reflection probe from this scene.
  113982. * @param toRemove The reflection probe to remove
  113983. * @returns The index of the removed reflection probe
  113984. */
  113985. removeReflectionProbe(toRemove: ReflectionProbe): number;
  113986. /**
  113987. * Adds the given reflection probe to this scene.
  113988. * @param newReflectionProbe The reflection probe to add
  113989. */
  113990. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  113991. }
  113992. /**
  113993. * Class used to generate realtime reflection / refraction cube textures
  113994. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113995. */
  113996. export class ReflectionProbe {
  113997. /** defines the name of the probe */
  113998. name: string;
  113999. private _scene;
  114000. private _renderTargetTexture;
  114001. private _projectionMatrix;
  114002. private _viewMatrix;
  114003. private _target;
  114004. private _add;
  114005. private _attachedMesh;
  114006. private _invertYAxis;
  114007. /** Gets or sets probe position (center of the cube map) */
  114008. position: Vector3;
  114009. /**
  114010. * Creates a new reflection probe
  114011. * @param name defines the name of the probe
  114012. * @param size defines the texture resolution (for each face)
  114013. * @param scene defines the hosting scene
  114014. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114015. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114016. */
  114017. constructor(
  114018. /** defines the name of the probe */
  114019. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  114020. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114021. samples: number;
  114022. /** Gets or sets the refresh rate to use (on every frame by default) */
  114023. refreshRate: number;
  114024. /**
  114025. * Gets the hosting scene
  114026. * @returns a Scene
  114027. */
  114028. getScene(): Scene;
  114029. /** Gets the internal CubeTexture used to render to */
  114030. readonly cubeTexture: RenderTargetTexture;
  114031. /** Gets the list of meshes to render */
  114032. readonly renderList: Nullable<AbstractMesh[]>;
  114033. /**
  114034. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114035. * @param mesh defines the mesh to attach to
  114036. */
  114037. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114038. /**
  114039. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114040. * @param renderingGroupId The rendering group id corresponding to its index
  114041. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114042. */
  114043. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  114044. /**
  114045. * Clean all associated resources
  114046. */
  114047. dispose(): void;
  114048. /**
  114049. * Converts the reflection probe information to a readable string for debug purpose.
  114050. * @param fullDetails Supports for multiple levels of logging within scene loading
  114051. * @returns the human readable reflection probe info
  114052. */
  114053. toString(fullDetails?: boolean): string;
  114054. /**
  114055. * Get the class name of the relfection probe.
  114056. * @returns "ReflectionProbe"
  114057. */
  114058. getClassName(): string;
  114059. /**
  114060. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114061. * @returns The JSON representation of the texture
  114062. */
  114063. serialize(): any;
  114064. /**
  114065. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114066. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114067. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114068. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114069. * @returns The parsed reflection probe if successful
  114070. */
  114071. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  114072. }
  114073. }
  114074. declare module BABYLON {
  114075. /** @hidden */
  114076. export var _BabylonLoaderRegistered: boolean;
  114077. }
  114078. declare module BABYLON {
  114079. /**
  114080. * The Physically based simple base material of BJS.
  114081. *
  114082. * This enables better naming and convention enforcements on top of the pbrMaterial.
  114083. * It is used as the base class for both the specGloss and metalRough conventions.
  114084. */
  114085. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  114086. /**
  114087. * Number of Simultaneous lights allowed on the material.
  114088. */
  114089. maxSimultaneousLights: number;
  114090. /**
  114091. * If sets to true, disables all the lights affecting the material.
  114092. */
  114093. disableLighting: boolean;
  114094. /**
  114095. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  114096. */
  114097. environmentTexture: BaseTexture;
  114098. /**
  114099. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  114100. */
  114101. invertNormalMapX: boolean;
  114102. /**
  114103. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  114104. */
  114105. invertNormalMapY: boolean;
  114106. /**
  114107. * Normal map used in the model.
  114108. */
  114109. normalTexture: BaseTexture;
  114110. /**
  114111. * Emissivie color used to self-illuminate the model.
  114112. */
  114113. emissiveColor: Color3;
  114114. /**
  114115. * Emissivie texture used to self-illuminate the model.
  114116. */
  114117. emissiveTexture: BaseTexture;
  114118. /**
  114119. * Occlusion Channel Strenght.
  114120. */
  114121. occlusionStrength: number;
  114122. /**
  114123. * Occlusion Texture of the material (adding extra occlusion effects).
  114124. */
  114125. occlusionTexture: BaseTexture;
  114126. /**
  114127. * Defines the alpha limits in alpha test mode.
  114128. */
  114129. alphaCutOff: number;
  114130. /**
  114131. * Gets the current double sided mode.
  114132. */
  114133. /**
  114134. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  114135. */
  114136. doubleSided: boolean;
  114137. /**
  114138. * Stores the pre-calculated light information of a mesh in a texture.
  114139. */
  114140. lightmapTexture: BaseTexture;
  114141. /**
  114142. * If true, the light map contains occlusion information instead of lighting info.
  114143. */
  114144. useLightmapAsShadowmap: boolean;
  114145. /**
  114146. * Instantiates a new PBRMaterial instance.
  114147. *
  114148. * @param name The material name
  114149. * @param scene The scene the material will be use in.
  114150. */
  114151. constructor(name: string, scene: Scene);
  114152. getClassName(): string;
  114153. }
  114154. }
  114155. declare module BABYLON {
  114156. /**
  114157. * The PBR material of BJS following the metal roughness convention.
  114158. *
  114159. * This fits to the PBR convention in the GLTF definition:
  114160. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  114161. */
  114162. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  114163. /**
  114164. * The base color has two different interpretations depending on the value of metalness.
  114165. * When the material is a metal, the base color is the specific measured reflectance value
  114166. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114167. * of the material.
  114168. */
  114169. baseColor: Color3;
  114170. /**
  114171. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114172. * well as opacity information in the alpha channel.
  114173. */
  114174. baseTexture: BaseTexture;
  114175. /**
  114176. * Specifies the metallic scalar value of the material.
  114177. * Can also be used to scale the metalness values of the metallic texture.
  114178. */
  114179. metallic: number;
  114180. /**
  114181. * Specifies the roughness scalar value of the material.
  114182. * Can also be used to scale the roughness values of the metallic texture.
  114183. */
  114184. roughness: number;
  114185. /**
  114186. * Texture containing both the metallic value in the B channel and the
  114187. * roughness value in the G channel to keep better precision.
  114188. */
  114189. metallicRoughnessTexture: BaseTexture;
  114190. /**
  114191. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114192. *
  114193. * @param name The material name
  114194. * @param scene The scene the material will be use in.
  114195. */
  114196. constructor(name: string, scene: Scene);
  114197. /**
  114198. * Return the currrent class name of the material.
  114199. */
  114200. getClassName(): string;
  114201. /**
  114202. * Makes a duplicate of the current material.
  114203. * @param name - name to use for the new material.
  114204. */
  114205. clone(name: string): PBRMetallicRoughnessMaterial;
  114206. /**
  114207. * Serialize the material to a parsable JSON object.
  114208. */
  114209. serialize(): any;
  114210. /**
  114211. * Parses a JSON object correponding to the serialize function.
  114212. */
  114213. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114214. }
  114215. }
  114216. declare module BABYLON {
  114217. /**
  114218. * The PBR material of BJS following the specular glossiness convention.
  114219. *
  114220. * This fits to the PBR convention in the GLTF definition:
  114221. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114222. */
  114223. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114224. /**
  114225. * Specifies the diffuse color of the material.
  114226. */
  114227. diffuseColor: Color3;
  114228. /**
  114229. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114230. * channel.
  114231. */
  114232. diffuseTexture: BaseTexture;
  114233. /**
  114234. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114235. */
  114236. specularColor: Color3;
  114237. /**
  114238. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114239. */
  114240. glossiness: number;
  114241. /**
  114242. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114243. */
  114244. specularGlossinessTexture: BaseTexture;
  114245. /**
  114246. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114247. *
  114248. * @param name The material name
  114249. * @param scene The scene the material will be use in.
  114250. */
  114251. constructor(name: string, scene: Scene);
  114252. /**
  114253. * Return the currrent class name of the material.
  114254. */
  114255. getClassName(): string;
  114256. /**
  114257. * Makes a duplicate of the current material.
  114258. * @param name - name to use for the new material.
  114259. */
  114260. clone(name: string): PBRSpecularGlossinessMaterial;
  114261. /**
  114262. * Serialize the material to a parsable JSON object.
  114263. */
  114264. serialize(): any;
  114265. /**
  114266. * Parses a JSON object correponding to the serialize function.
  114267. */
  114268. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114269. }
  114270. }
  114271. declare module BABYLON {
  114272. /**
  114273. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114274. * It can help converting any input color in a desired output one. This can then be used to create effects
  114275. * from sepia, black and white to sixties or futuristic rendering...
  114276. *
  114277. * The only supported format is currently 3dl.
  114278. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114279. */
  114280. export class ColorGradingTexture extends BaseTexture {
  114281. /**
  114282. * The current texture matrix. (will always be identity in color grading texture)
  114283. */
  114284. private _textureMatrix;
  114285. /**
  114286. * The texture URL.
  114287. */
  114288. url: string;
  114289. /**
  114290. * Empty line regex stored for GC.
  114291. */
  114292. private static _noneEmptyLineRegex;
  114293. private _engine;
  114294. /**
  114295. * Instantiates a ColorGradingTexture from the following parameters.
  114296. *
  114297. * @param url The location of the color gradind data (currently only supporting 3dl)
  114298. * @param scene The scene the texture will be used in
  114299. */
  114300. constructor(url: string, scene: Scene);
  114301. /**
  114302. * Returns the texture matrix used in most of the material.
  114303. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114304. */
  114305. getTextureMatrix(): Matrix;
  114306. /**
  114307. * Occurs when the file being loaded is a .3dl LUT file.
  114308. */
  114309. private load3dlTexture;
  114310. /**
  114311. * Starts the loading process of the texture.
  114312. */
  114313. private loadTexture;
  114314. /**
  114315. * Clones the color gradind texture.
  114316. */
  114317. clone(): ColorGradingTexture;
  114318. /**
  114319. * Called during delayed load for textures.
  114320. */
  114321. delayLoad(): void;
  114322. /**
  114323. * Parses a color grading texture serialized by Babylon.
  114324. * @param parsedTexture The texture information being parsedTexture
  114325. * @param scene The scene to load the texture in
  114326. * @param rootUrl The root url of the data assets to load
  114327. * @return A color gradind texture
  114328. */
  114329. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114330. /**
  114331. * Serializes the LUT texture to json format.
  114332. */
  114333. serialize(): any;
  114334. }
  114335. }
  114336. declare module BABYLON {
  114337. /**
  114338. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114339. */
  114340. export class EquiRectangularCubeTexture extends BaseTexture {
  114341. /** The six faces of the cube. */
  114342. private static _FacesMapping;
  114343. private _noMipmap;
  114344. private _onLoad;
  114345. private _onError;
  114346. /** The size of the cubemap. */
  114347. private _size;
  114348. /** The buffer of the image. */
  114349. private _buffer;
  114350. /** The width of the input image. */
  114351. private _width;
  114352. /** The height of the input image. */
  114353. private _height;
  114354. /** The URL to the image. */
  114355. url: string;
  114356. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114357. coordinatesMode: number;
  114358. /**
  114359. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114360. * @param url The location of the image
  114361. * @param scene The scene the texture will be used in
  114362. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114363. * @param noMipmap Forces to not generate the mipmap if true
  114364. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114365. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114366. * @param onLoad — defines a callback called when texture is loaded
  114367. * @param onError — defines a callback called if there is an error
  114368. */
  114369. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114370. /**
  114371. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114372. */
  114373. private loadImage;
  114374. /**
  114375. * Convert the image buffer into a cubemap and create a CubeTexture.
  114376. */
  114377. private loadTexture;
  114378. /**
  114379. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114380. * @param buffer The ArrayBuffer that should be converted.
  114381. * @returns The buffer as Float32Array.
  114382. */
  114383. private getFloat32ArrayFromArrayBuffer;
  114384. /**
  114385. * Get the current class name of the texture useful for serialization or dynamic coding.
  114386. * @returns "EquiRectangularCubeTexture"
  114387. */
  114388. getClassName(): string;
  114389. /**
  114390. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114391. * @returns A clone of the current EquiRectangularCubeTexture.
  114392. */
  114393. clone(): EquiRectangularCubeTexture;
  114394. }
  114395. }
  114396. declare module BABYLON {
  114397. /**
  114398. * Based on jsTGALoader - Javascript loader for TGA file
  114399. * By Vincent Thibault
  114400. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114401. */
  114402. export class TGATools {
  114403. private static _TYPE_INDEXED;
  114404. private static _TYPE_RGB;
  114405. private static _TYPE_GREY;
  114406. private static _TYPE_RLE_INDEXED;
  114407. private static _TYPE_RLE_RGB;
  114408. private static _TYPE_RLE_GREY;
  114409. private static _ORIGIN_MASK;
  114410. private static _ORIGIN_SHIFT;
  114411. private static _ORIGIN_BL;
  114412. private static _ORIGIN_BR;
  114413. private static _ORIGIN_UL;
  114414. private static _ORIGIN_UR;
  114415. /**
  114416. * Gets the header of a TGA file
  114417. * @param data defines the TGA data
  114418. * @returns the header
  114419. */
  114420. static GetTGAHeader(data: Uint8Array): any;
  114421. /**
  114422. * Uploads TGA content to a Babylon Texture
  114423. * @hidden
  114424. */
  114425. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114426. /** @hidden */
  114427. 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;
  114428. /** @hidden */
  114429. 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;
  114430. /** @hidden */
  114431. 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;
  114432. /** @hidden */
  114433. 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;
  114434. /** @hidden */
  114435. 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;
  114436. /** @hidden */
  114437. 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;
  114438. }
  114439. }
  114440. declare module BABYLON {
  114441. /**
  114442. * Implementation of the TGA Texture Loader.
  114443. * @hidden
  114444. */
  114445. export class _TGATextureLoader implements IInternalTextureLoader {
  114446. /**
  114447. * Defines wether the loader supports cascade loading the different faces.
  114448. */
  114449. readonly supportCascades: boolean;
  114450. /**
  114451. * This returns if the loader support the current file information.
  114452. * @param extension defines the file extension of the file being loaded
  114453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114454. * @param fallback defines the fallback internal texture if any
  114455. * @param isBase64 defines whether the texture is encoded as a base64
  114456. * @param isBuffer defines whether the texture data are stored as a buffer
  114457. * @returns true if the loader can load the specified file
  114458. */
  114459. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114460. /**
  114461. * Transform the url before loading if required.
  114462. * @param rootUrl the url of the texture
  114463. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114464. * @returns the transformed texture
  114465. */
  114466. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114467. /**
  114468. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114469. * @param rootUrl the url of the texture
  114470. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114471. * @returns the fallback texture
  114472. */
  114473. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114474. /**
  114475. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114476. * @param data contains the texture data
  114477. * @param texture defines the BabylonJS internal texture
  114478. * @param createPolynomials will be true if polynomials have been requested
  114479. * @param onLoad defines the callback to trigger once the texture is ready
  114480. * @param onError defines the callback to trigger in case of error
  114481. */
  114482. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114483. /**
  114484. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114485. * @param data contains the texture data
  114486. * @param texture defines the BabylonJS internal texture
  114487. * @param callback defines the method to call once ready to upload
  114488. */
  114489. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114490. }
  114491. }
  114492. declare module BABYLON {
  114493. /**
  114494. * Info about the .basis files
  114495. */
  114496. class BasisFileInfo {
  114497. /**
  114498. * If the file has alpha
  114499. */
  114500. hasAlpha: boolean;
  114501. /**
  114502. * Info about each image of the basis file
  114503. */
  114504. images: Array<{
  114505. levels: Array<{
  114506. width: number;
  114507. height: number;
  114508. transcodedPixels: ArrayBufferView;
  114509. }>;
  114510. }>;
  114511. }
  114512. /**
  114513. * Result of transcoding a basis file
  114514. */
  114515. class TranscodeResult {
  114516. /**
  114517. * Info about the .basis file
  114518. */
  114519. fileInfo: BasisFileInfo;
  114520. /**
  114521. * Format to use when loading the file
  114522. */
  114523. format: number;
  114524. }
  114525. /**
  114526. * Configuration options for the Basis transcoder
  114527. */
  114528. export class BasisTranscodeConfiguration {
  114529. /**
  114530. * Supported compression formats used to determine the supported output format of the transcoder
  114531. */
  114532. supportedCompressionFormats?: {
  114533. /**
  114534. * etc1 compression format
  114535. */
  114536. etc1?: boolean;
  114537. /**
  114538. * s3tc compression format
  114539. */
  114540. s3tc?: boolean;
  114541. /**
  114542. * pvrtc compression format
  114543. */
  114544. pvrtc?: boolean;
  114545. /**
  114546. * etc2 compression format
  114547. */
  114548. etc2?: boolean;
  114549. };
  114550. /**
  114551. * If mipmap levels should be loaded for transcoded images (Default: true)
  114552. */
  114553. loadMipmapLevels?: boolean;
  114554. /**
  114555. * Index of a single image to load (Default: all images)
  114556. */
  114557. loadSingleImage?: number;
  114558. }
  114559. /**
  114560. * Used to load .Basis files
  114561. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114562. */
  114563. export class BasisTools {
  114564. private static _IgnoreSupportedFormats;
  114565. /**
  114566. * URL to use when loading the basis transcoder
  114567. */
  114568. static JSModuleURL: string;
  114569. /**
  114570. * URL to use when loading the wasm module for the transcoder
  114571. */
  114572. static WasmModuleURL: string;
  114573. /**
  114574. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114575. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114576. * @returns internal format corresponding to the Basis format
  114577. */
  114578. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114579. private static _WorkerPromise;
  114580. private static _Worker;
  114581. private static _actionId;
  114582. private static _CreateWorkerAsync;
  114583. /**
  114584. * Transcodes a loaded image file to compressed pixel data
  114585. * @param imageData image data to transcode
  114586. * @param config configuration options for the transcoding
  114587. * @returns a promise resulting in the transcoded image
  114588. */
  114589. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114590. /**
  114591. * Loads a texture from the transcode result
  114592. * @param texture texture load to
  114593. * @param transcodeResult the result of transcoding the basis file to load from
  114594. */
  114595. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114596. }
  114597. }
  114598. declare module BABYLON {
  114599. /**
  114600. * Loader for .basis file format
  114601. */
  114602. export class _BasisTextureLoader implements IInternalTextureLoader {
  114603. /**
  114604. * Defines whether the loader supports cascade loading the different faces.
  114605. */
  114606. readonly supportCascades: boolean;
  114607. /**
  114608. * This returns if the loader support the current file information.
  114609. * @param extension defines the file extension of the file being loaded
  114610. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114611. * @param fallback defines the fallback internal texture if any
  114612. * @param isBase64 defines whether the texture is encoded as a base64
  114613. * @param isBuffer defines whether the texture data are stored as a buffer
  114614. * @returns true if the loader can load the specified file
  114615. */
  114616. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114617. /**
  114618. * Transform the url before loading if required.
  114619. * @param rootUrl the url of the texture
  114620. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114621. * @returns the transformed texture
  114622. */
  114623. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114624. /**
  114625. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114626. * @param rootUrl the url of the texture
  114627. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114628. * @returns the fallback texture
  114629. */
  114630. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114631. /**
  114632. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114633. * @param data contains the texture data
  114634. * @param texture defines the BabylonJS internal texture
  114635. * @param createPolynomials will be true if polynomials have been requested
  114636. * @param onLoad defines the callback to trigger once the texture is ready
  114637. * @param onError defines the callback to trigger in case of error
  114638. */
  114639. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114640. /**
  114641. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114642. * @param data contains the texture data
  114643. * @param texture defines the BabylonJS internal texture
  114644. * @param callback defines the method to call once ready to upload
  114645. */
  114646. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114647. }
  114648. }
  114649. declare module BABYLON {
  114650. /**
  114651. * 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.
  114652. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114653. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114654. */
  114655. export class CustomProceduralTexture extends ProceduralTexture {
  114656. private _animate;
  114657. private _time;
  114658. private _config;
  114659. private _texturePath;
  114660. /**
  114661. * Instantiates a new Custom Procedural Texture.
  114662. * 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.
  114663. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114664. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114665. * @param name Define the name of the texture
  114666. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114667. * @param size Define the size of the texture to create
  114668. * @param scene Define the scene the texture belongs to
  114669. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114670. * @param generateMipMaps Define if the texture should creates mip maps or not
  114671. */
  114672. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114673. private _loadJson;
  114674. /**
  114675. * Is the texture ready to be used ? (rendered at least once)
  114676. * @returns true if ready, otherwise, false.
  114677. */
  114678. isReady(): boolean;
  114679. /**
  114680. * Render the texture to its associated render target.
  114681. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114682. */
  114683. render(useCameraPostProcess?: boolean): void;
  114684. /**
  114685. * Update the list of dependant textures samplers in the shader.
  114686. */
  114687. updateTextures(): void;
  114688. /**
  114689. * Update the uniform values of the procedural texture in the shader.
  114690. */
  114691. updateShaderUniforms(): void;
  114692. /**
  114693. * Define if the texture animates or not.
  114694. */
  114695. animate: boolean;
  114696. }
  114697. }
  114698. declare module BABYLON {
  114699. /** @hidden */
  114700. export var noisePixelShader: {
  114701. name: string;
  114702. shader: string;
  114703. };
  114704. }
  114705. declare module BABYLON {
  114706. /**
  114707. * Class used to generate noise procedural textures
  114708. */
  114709. export class NoiseProceduralTexture extends ProceduralTexture {
  114710. private _time;
  114711. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114712. brightness: number;
  114713. /** Defines the number of octaves to process */
  114714. octaves: number;
  114715. /** Defines the level of persistence (0.8 by default) */
  114716. persistence: number;
  114717. /** Gets or sets animation speed factor (default is 1) */
  114718. animationSpeedFactor: number;
  114719. /**
  114720. * Creates a new NoiseProceduralTexture
  114721. * @param name defines the name fo the texture
  114722. * @param size defines the size of the texture (default is 256)
  114723. * @param scene defines the hosting scene
  114724. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114725. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114726. */
  114727. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114728. private _updateShaderUniforms;
  114729. protected _getDefines(): string;
  114730. /** Generate the current state of the procedural texture */
  114731. render(useCameraPostProcess?: boolean): void;
  114732. /**
  114733. * Serializes this noise procedural texture
  114734. * @returns a serialized noise procedural texture object
  114735. */
  114736. serialize(): any;
  114737. /**
  114738. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114739. * @param parsedTexture defines parsed texture data
  114740. * @param scene defines the current scene
  114741. * @param rootUrl defines the root URL containing noise procedural texture information
  114742. * @returns a parsed NoiseProceduralTexture
  114743. */
  114744. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114745. }
  114746. }
  114747. declare module BABYLON {
  114748. /**
  114749. * Raw cube texture where the raw buffers are passed in
  114750. */
  114751. export class RawCubeTexture extends CubeTexture {
  114752. /**
  114753. * Creates a cube texture where the raw buffers are passed in.
  114754. * @param scene defines the scene the texture is attached to
  114755. * @param data defines the array of data to use to create each face
  114756. * @param size defines the size of the textures
  114757. * @param format defines the format of the data
  114758. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114759. * @param generateMipMaps defines if the engine should generate the mip levels
  114760. * @param invertY defines if data must be stored with Y axis inverted
  114761. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114762. * @param compression defines the compression used (null by default)
  114763. */
  114764. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114765. /**
  114766. * Updates the raw cube texture.
  114767. * @param data defines the data to store
  114768. * @param format defines the data format
  114769. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114770. * @param invertY defines if data must be stored with Y axis inverted
  114771. * @param compression defines the compression used (null by default)
  114772. * @param level defines which level of the texture to update
  114773. */
  114774. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114775. /**
  114776. * Updates a raw cube texture with RGBD encoded data.
  114777. * @param data defines the array of data [mipmap][face] to use to create each face
  114778. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114779. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114780. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114781. * @returns a promsie that resolves when the operation is complete
  114782. */
  114783. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114784. /**
  114785. * Clones the raw cube texture.
  114786. * @return a new cube texture
  114787. */
  114788. clone(): CubeTexture;
  114789. /** @hidden */
  114790. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114791. }
  114792. }
  114793. declare module BABYLON {
  114794. /**
  114795. * Class used to store 3D textures containing user data
  114796. */
  114797. export class RawTexture3D extends Texture {
  114798. /** Gets or sets the texture format to use */
  114799. format: number;
  114800. private _engine;
  114801. /**
  114802. * Create a new RawTexture3D
  114803. * @param data defines the data of the texture
  114804. * @param width defines the width of the texture
  114805. * @param height defines the height of the texture
  114806. * @param depth defines the depth of the texture
  114807. * @param format defines the texture format to use
  114808. * @param scene defines the hosting scene
  114809. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114810. * @param invertY defines if texture must be stored with Y axis inverted
  114811. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114812. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114813. */
  114814. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114815. /** Gets or sets the texture format to use */
  114816. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114817. /**
  114818. * Update the texture with new data
  114819. * @param data defines the data to store in the texture
  114820. */
  114821. update(data: ArrayBufferView): void;
  114822. }
  114823. }
  114824. declare module BABYLON {
  114825. /**
  114826. * Creates a refraction texture used by refraction channel of the standard material.
  114827. * It is like a mirror but to see through a material.
  114828. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114829. */
  114830. export class RefractionTexture extends RenderTargetTexture {
  114831. /**
  114832. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114833. * 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.
  114834. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114835. */
  114836. refractionPlane: Plane;
  114837. /**
  114838. * Define how deep under the surface we should see.
  114839. */
  114840. depth: number;
  114841. /**
  114842. * Creates a refraction texture used by refraction channel of the standard material.
  114843. * It is like a mirror but to see through a material.
  114844. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114845. * @param name Define the texture name
  114846. * @param size Define the size of the underlying texture
  114847. * @param scene Define the scene the refraction belongs to
  114848. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114849. */
  114850. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114851. /**
  114852. * Clone the refraction texture.
  114853. * @returns the cloned texture
  114854. */
  114855. clone(): RefractionTexture;
  114856. /**
  114857. * Serialize the texture to a JSON representation you could use in Parse later on
  114858. * @returns the serialized JSON representation
  114859. */
  114860. serialize(): any;
  114861. }
  114862. }
  114863. declare module BABYLON {
  114864. /**
  114865. * Defines the options related to the creation of an HtmlElementTexture
  114866. */
  114867. export interface IHtmlElementTextureOptions {
  114868. /**
  114869. * Defines wether mip maps should be created or not.
  114870. */
  114871. generateMipMaps?: boolean;
  114872. /**
  114873. * Defines the sampling mode of the texture.
  114874. */
  114875. samplingMode?: number;
  114876. /**
  114877. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  114878. */
  114879. engine: Nullable<Engine>;
  114880. /**
  114881. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  114882. */
  114883. scene: Nullable<Scene>;
  114884. }
  114885. /**
  114886. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  114887. * To be as efficient as possible depending on your constraints nothing aside the first upload
  114888. * is automatically managed.
  114889. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  114890. * in your application.
  114891. *
  114892. * As the update is not automatic, you need to call them manually.
  114893. */
  114894. export class HtmlElementTexture extends BaseTexture {
  114895. /**
  114896. * The texture URL.
  114897. */
  114898. element: HTMLVideoElement | HTMLCanvasElement;
  114899. private static readonly DefaultOptions;
  114900. private _textureMatrix;
  114901. private _engine;
  114902. private _isVideo;
  114903. private _generateMipMaps;
  114904. private _samplingMode;
  114905. /**
  114906. * Instantiates a HtmlElementTexture from the following parameters.
  114907. *
  114908. * @param name Defines the name of the texture
  114909. * @param element Defines the video or canvas the texture is filled with
  114910. * @param options Defines the other none mandatory texture creation options
  114911. */
  114912. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  114913. private _createInternalTexture;
  114914. /**
  114915. * Returns the texture matrix used in most of the material.
  114916. */
  114917. getTextureMatrix(): Matrix;
  114918. /**
  114919. * Updates the content of the texture.
  114920. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  114921. */
  114922. update(invertY?: Nullable<boolean>): void;
  114923. }
  114924. }
  114925. declare module BABYLON {
  114926. /**
  114927. * Enum used to define the target of a block
  114928. */
  114929. export enum NodeMaterialBlockTargets {
  114930. /** Vertex shader */
  114931. Vertex = 1,
  114932. /** Fragment shader */
  114933. Fragment = 2,
  114934. /** Neutral */
  114935. Neutral = 4,
  114936. /** Vertex and Fragment */
  114937. VertexAndFragment = 3
  114938. }
  114939. }
  114940. declare module BABYLON {
  114941. /**
  114942. * Defines the kind of connection point for node based material
  114943. */
  114944. export enum NodeMaterialBlockConnectionPointTypes {
  114945. /** Float */
  114946. Float = 1,
  114947. /** Int */
  114948. Int = 2,
  114949. /** Vector2 */
  114950. Vector2 = 4,
  114951. /** Vector3 */
  114952. Vector3 = 8,
  114953. /** Vector4 */
  114954. Vector4 = 16,
  114955. /** Color3 */
  114956. Color3 = 32,
  114957. /** Color4 */
  114958. Color4 = 64,
  114959. /** Matrix */
  114960. Matrix = 128,
  114961. /** Vector3 or Color3 */
  114962. Vector3OrColor3 = 40,
  114963. /** Vector3 or Vector4 */
  114964. Vector3OrVector4 = 24,
  114965. /** Vector4 or Color4 */
  114966. Vector4OrColor4 = 80,
  114967. /** Color3 or Color4 */
  114968. Color3OrColor4 = 96,
  114969. /** Vector2 or Color3 or Color4 */
  114970. Vector2OrColor3OrColor4 = 100,
  114971. /** Vector3 or Color3 or Color4 or Vector4 */
  114972. Vector3OrColor3OrVector4OrColor4 = 120,
  114973. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  114974. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  114975. /** Detect type based on connection */
  114976. AutoDetect = 1024,
  114977. /** Output type that will be defined by input type */
  114978. BasedOnInput = 2048
  114979. }
  114980. }
  114981. declare module BABYLON {
  114982. /**
  114983. * Root class for all node material optimizers
  114984. */
  114985. export class NodeMaterialOptimizer {
  114986. /**
  114987. * Function used to optimize a NodeMaterial graph
  114988. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  114989. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  114990. */
  114991. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  114992. }
  114993. }
  114994. declare module BABYLON {
  114995. /**
  114996. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  114997. */
  114998. export class TransformBlock extends NodeMaterialBlock {
  114999. /**
  115000. * Defines the value to use to complement W value to transform it to a Vector4
  115001. */
  115002. complementW: number;
  115003. /**
  115004. * Defines the value to use to complement z value to transform it to a Vector4
  115005. */
  115006. complementZ: number;
  115007. /**
  115008. * Creates a new TransformBlock
  115009. * @param name defines the block name
  115010. */
  115011. constructor(name: string);
  115012. /**
  115013. * Gets the current class name
  115014. * @returns the class name
  115015. */
  115016. getClassName(): string;
  115017. /**
  115018. * Gets the vector input
  115019. */
  115020. readonly vector: NodeMaterialConnectionPoint;
  115021. /**
  115022. * Gets the output component
  115023. */
  115024. readonly output: NodeMaterialConnectionPoint;
  115025. /**
  115026. * Gets the matrix transform input
  115027. */
  115028. readonly transform: NodeMaterialConnectionPoint;
  115029. protected _buildBlock(state: NodeMaterialBuildState): this;
  115030. }
  115031. }
  115032. declare module BABYLON {
  115033. /**
  115034. * Block used to output the vertex position
  115035. */
  115036. export class VertexOutputBlock extends NodeMaterialBlock {
  115037. /**
  115038. * Creates a new VertexOutputBlock
  115039. * @param name defines the block name
  115040. */
  115041. constructor(name: string);
  115042. /**
  115043. * Gets the current class name
  115044. * @returns the class name
  115045. */
  115046. getClassName(): string;
  115047. /**
  115048. * Gets the vector input component
  115049. */
  115050. readonly vector: NodeMaterialConnectionPoint;
  115051. protected _buildBlock(state: NodeMaterialBuildState): this;
  115052. }
  115053. }
  115054. declare module BABYLON {
  115055. /**
  115056. * Block used to output the final color
  115057. */
  115058. export class FragmentOutputBlock extends NodeMaterialBlock {
  115059. /**
  115060. * Create a new FragmentOutputBlock
  115061. * @param name defines the block name
  115062. */
  115063. constructor(name: string);
  115064. /**
  115065. * Gets the current class name
  115066. * @returns the class name
  115067. */
  115068. getClassName(): string;
  115069. /**
  115070. * Gets the rgba input component
  115071. */
  115072. readonly rgba: NodeMaterialConnectionPoint;
  115073. /**
  115074. * Gets the rgb input component
  115075. */
  115076. readonly rgb: NodeMaterialConnectionPoint;
  115077. /**
  115078. * Gets the a input component
  115079. */
  115080. readonly a: NodeMaterialConnectionPoint;
  115081. protected _buildBlock(state: NodeMaterialBuildState): this;
  115082. }
  115083. }
  115084. declare module BABYLON {
  115085. /**
  115086. * Interface used to configure the node material editor
  115087. */
  115088. export interface INodeMaterialEditorOptions {
  115089. /** Define the URl to load node editor script */
  115090. editorURL?: string;
  115091. }
  115092. /** @hidden */
  115093. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  115094. /** BONES */
  115095. NUM_BONE_INFLUENCERS: number;
  115096. BonesPerMesh: number;
  115097. BONETEXTURE: boolean;
  115098. /** MORPH TARGETS */
  115099. MORPHTARGETS: boolean;
  115100. MORPHTARGETS_NORMAL: boolean;
  115101. MORPHTARGETS_TANGENT: boolean;
  115102. MORPHTARGETS_UV: boolean;
  115103. NUM_MORPH_INFLUENCERS: number;
  115104. /** IMAGE PROCESSING */
  115105. IMAGEPROCESSING: boolean;
  115106. VIGNETTE: boolean;
  115107. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115108. VIGNETTEBLENDMODEOPAQUE: boolean;
  115109. TONEMAPPING: boolean;
  115110. TONEMAPPING_ACES: boolean;
  115111. CONTRAST: boolean;
  115112. EXPOSURE: boolean;
  115113. COLORCURVES: boolean;
  115114. COLORGRADING: boolean;
  115115. COLORGRADING3D: boolean;
  115116. SAMPLER3DGREENDEPTH: boolean;
  115117. SAMPLER3DBGRMAP: boolean;
  115118. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115119. constructor();
  115120. setValue(name: string, value: boolean): void;
  115121. }
  115122. /**
  115123. * Class used to configure NodeMaterial
  115124. */
  115125. export interface INodeMaterialOptions {
  115126. /**
  115127. * Defines if blocks should emit comments
  115128. */
  115129. emitComments: boolean;
  115130. }
  115131. /**
  115132. * Class used to create a node based material built by assembling shader blocks
  115133. */
  115134. export class NodeMaterial extends PushMaterial {
  115135. private _options;
  115136. private _vertexCompilationState;
  115137. private _fragmentCompilationState;
  115138. private _sharedData;
  115139. private _buildId;
  115140. private _buildWasSuccessful;
  115141. private _cachedWorldViewMatrix;
  115142. private _cachedWorldViewProjectionMatrix;
  115143. private _optimizers;
  115144. /** Define the URl to load node editor script */
  115145. static EditorURL: string;
  115146. private BJSNODEMATERIALEDITOR;
  115147. /** Get the inspector from bundle or global */
  115148. private _getGlobalNodeMaterialEditor;
  115149. /**
  115150. * 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)
  115151. */
  115152. ignoreAlpha: boolean;
  115153. /**
  115154. * Defines the maximum number of lights that can be used in the material
  115155. */
  115156. maxSimultaneousLights: number;
  115157. /**
  115158. * Observable raised when the material is built
  115159. */
  115160. onBuildObservable: Observable<NodeMaterial>;
  115161. /**
  115162. * Gets or sets the root nodes of the material vertex shader
  115163. */
  115164. _vertexOutputNodes: NodeMaterialBlock[];
  115165. /**
  115166. * Gets or sets the root nodes of the material fragment (pixel) shader
  115167. */
  115168. _fragmentOutputNodes: NodeMaterialBlock[];
  115169. /** Gets or sets options to control the node material overall behavior */
  115170. options: INodeMaterialOptions;
  115171. /**
  115172. * Default configuration related to image processing available in the standard Material.
  115173. */
  115174. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115175. /**
  115176. * Gets the image processing configuration used either in this material.
  115177. */
  115178. /**
  115179. * Sets the Default image processing configuration used either in the this material.
  115180. *
  115181. * If sets to null, the scene one is in use.
  115182. */
  115183. imageProcessingConfiguration: ImageProcessingConfiguration;
  115184. /**
  115185. * Create a new node based material
  115186. * @param name defines the material name
  115187. * @param scene defines the hosting scene
  115188. * @param options defines creation option
  115189. */
  115190. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115191. /**
  115192. * Gets the current class name of the material e.g. "NodeMaterial"
  115193. * @returns the class name
  115194. */
  115195. getClassName(): string;
  115196. /**
  115197. * Keep track of the image processing observer to allow dispose and replace.
  115198. */
  115199. private _imageProcessingObserver;
  115200. /**
  115201. * Attaches a new image processing configuration to the Standard Material.
  115202. * @param configuration
  115203. */
  115204. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115205. /**
  115206. * Adds a new optimizer to the list of optimizers
  115207. * @param optimizer defines the optimizers to add
  115208. * @returns the current material
  115209. */
  115210. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115211. /**
  115212. * Remove an optimizer from the list of optimizers
  115213. * @param optimizer defines the optimizers to remove
  115214. * @returns the current material
  115215. */
  115216. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115217. /**
  115218. * Add a new block to the list of output nodes
  115219. * @param node defines the node to add
  115220. * @returns the current material
  115221. */
  115222. addOutputNode(node: NodeMaterialBlock): this;
  115223. /**
  115224. * Remove a block from the list of root nodes
  115225. * @param node defines the node to remove
  115226. * @returns the current material
  115227. */
  115228. removeOutputNode(node: NodeMaterialBlock): this;
  115229. private _addVertexOutputNode;
  115230. private _removeVertexOutputNode;
  115231. private _addFragmentOutputNode;
  115232. private _removeFragmentOutputNode;
  115233. /**
  115234. * Specifies if the material will require alpha blending
  115235. * @returns a boolean specifying if alpha blending is needed
  115236. */
  115237. needAlphaBlending(): boolean;
  115238. /**
  115239. * Specifies if this material should be rendered in alpha test mode
  115240. * @returns a boolean specifying if an alpha test is needed.
  115241. */
  115242. needAlphaTesting(): boolean;
  115243. private _initializeBlock;
  115244. private _resetDualBlocks;
  115245. /**
  115246. * Build the material and generates the inner effect
  115247. * @param verbose defines if the build should log activity
  115248. */
  115249. build(verbose?: boolean): void;
  115250. /**
  115251. * Runs an otpimization phase to try to improve the shader code
  115252. */
  115253. optimize(): void;
  115254. private _prepareDefinesForAttributes;
  115255. /**
  115256. * Get if the submesh is ready to be used and all its information available.
  115257. * Child classes can use it to update shaders
  115258. * @param mesh defines the mesh to check
  115259. * @param subMesh defines which submesh to check
  115260. * @param useInstances specifies that instances should be used
  115261. * @returns a boolean indicating that the submesh is ready or not
  115262. */
  115263. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115264. /**
  115265. * Get a string representing the shaders built by the current node graph
  115266. */
  115267. readonly compiledShaders: string;
  115268. /**
  115269. * Binds the world matrix to the material
  115270. * @param world defines the world transformation matrix
  115271. */
  115272. bindOnlyWorldMatrix(world: Matrix): void;
  115273. /**
  115274. * Binds the submesh to this material by preparing the effect and shader to draw
  115275. * @param world defines the world transformation matrix
  115276. * @param mesh defines the mesh containing the submesh
  115277. * @param subMesh defines the submesh to bind the material to
  115278. */
  115279. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115280. /**
  115281. * Gets the active textures from the material
  115282. * @returns an array of textures
  115283. */
  115284. getActiveTextures(): BaseTexture[];
  115285. /**
  115286. * Specifies if the material uses a texture
  115287. * @param texture defines the texture to check against the material
  115288. * @returns a boolean specifying if the material uses the texture
  115289. */
  115290. hasTexture(texture: BaseTexture): boolean;
  115291. /**
  115292. * Disposes the material
  115293. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115294. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115295. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115296. */
  115297. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115298. /** Creates the node editor window. */
  115299. private _createNodeEditor;
  115300. /**
  115301. * Launch the node material editor
  115302. * @param config Define the configuration of the editor
  115303. * @return a promise fulfilled when the node editor is visible
  115304. */
  115305. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115306. /**
  115307. * Clear the current material
  115308. */
  115309. clear(): void;
  115310. /**
  115311. * Clear the current material and set it to a default state
  115312. */
  115313. setToDefault(): void;
  115314. private _gatherBlocks;
  115315. /**
  115316. * Serializes this material in a JSON representation
  115317. * @returns the serialized material object
  115318. */
  115319. serialize(): any;
  115320. /**
  115321. * Clear the current graph and load a new one from a serialization object
  115322. * @param source defines the JSON representation of the material
  115323. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115324. */
  115325. loadFromSerialization(source: any, rootUrl?: string): void;
  115326. /**
  115327. * Creates a node material from parsed material data
  115328. * @param source defines the JSON representation of the material
  115329. * @param scene defines the hosting scene
  115330. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115331. * @returns a new node material
  115332. */
  115333. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115334. }
  115335. }
  115336. declare module BABYLON {
  115337. /**
  115338. * Block used to read a texture from a sampler
  115339. */
  115340. export class TextureBlock extends NodeMaterialBlock {
  115341. private _defineName;
  115342. private _samplerName;
  115343. private _transformedUVName;
  115344. private _textureTransformName;
  115345. private _textureInfoName;
  115346. private _mainUVName;
  115347. private _mainUVDefineName;
  115348. /**
  115349. * Gets or sets the texture associated with the node
  115350. */
  115351. texture: Nullable<BaseTexture>;
  115352. /**
  115353. * Create a new TextureBlock
  115354. * @param name defines the block name
  115355. */
  115356. constructor(name: string);
  115357. /**
  115358. * Gets the current class name
  115359. * @returns the class name
  115360. */
  115361. getClassName(): string;
  115362. /**
  115363. * Gets the uv input component
  115364. */
  115365. readonly uv: NodeMaterialConnectionPoint;
  115366. /**
  115367. * Gets the output component
  115368. */
  115369. readonly output: NodeMaterialConnectionPoint;
  115370. autoConfigure(): void;
  115371. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115372. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115373. isReady(): boolean;
  115374. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115375. private _injectVertexCode;
  115376. private _writeOutput;
  115377. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115378. serialize(): any;
  115379. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115380. }
  115381. }
  115382. declare module BABYLON {
  115383. /**
  115384. * Class used to store shared data between 2 NodeMaterialBuildState
  115385. */
  115386. export class NodeMaterialBuildStateSharedData {
  115387. /**
  115388. * Gets the list of emitted varyings
  115389. */
  115390. varyings: string[];
  115391. /**
  115392. * Gets the varying declaration string
  115393. */
  115394. varyingDeclaration: string;
  115395. /**
  115396. * Input blocks
  115397. */
  115398. inputBlocks: InputBlock[];
  115399. /**
  115400. * Input blocks
  115401. */
  115402. textureBlocks: TextureBlock[];
  115403. /**
  115404. * Bindable blocks (Blocks that need to set data to the effect)
  115405. */
  115406. bindableBlocks: NodeMaterialBlock[];
  115407. /**
  115408. * List of blocks that can provide a compilation fallback
  115409. */
  115410. blocksWithFallbacks: NodeMaterialBlock[];
  115411. /**
  115412. * List of blocks that can provide a define update
  115413. */
  115414. blocksWithDefines: NodeMaterialBlock[];
  115415. /**
  115416. * List of blocks that can provide a repeatable content
  115417. */
  115418. repeatableContentBlocks: NodeMaterialBlock[];
  115419. /**
  115420. * List of blocks that can provide a dynamic list of uniforms
  115421. */
  115422. dynamicUniformBlocks: NodeMaterialBlock[];
  115423. /**
  115424. * List of blocks that can block the isReady function for the material
  115425. */
  115426. blockingBlocks: NodeMaterialBlock[];
  115427. /**
  115428. * Build Id used to avoid multiple recompilations
  115429. */
  115430. buildId: number;
  115431. /** List of emitted variables */
  115432. variableNames: {
  115433. [key: string]: number;
  115434. };
  115435. /** List of emitted defines */
  115436. defineNames: {
  115437. [key: string]: number;
  115438. };
  115439. /** Should emit comments? */
  115440. emitComments: boolean;
  115441. /** Emit build activity */
  115442. verbose: boolean;
  115443. /**
  115444. * Gets the compilation hints emitted at compilation time
  115445. */
  115446. hints: {
  115447. needWorldViewMatrix: boolean;
  115448. needWorldViewProjectionMatrix: boolean;
  115449. needAlphaBlending: boolean;
  115450. needAlphaTesting: boolean;
  115451. };
  115452. /**
  115453. * List of compilation checks
  115454. */
  115455. checks: {
  115456. emitVertex: boolean;
  115457. emitFragment: boolean;
  115458. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115459. };
  115460. /** Creates a new shared data */
  115461. constructor();
  115462. /**
  115463. * Emits console errors and exceptions if there is a failing check
  115464. */
  115465. emitErrors(): void;
  115466. }
  115467. }
  115468. declare module BABYLON {
  115469. /**
  115470. * Class used to store node based material build state
  115471. */
  115472. export class NodeMaterialBuildState {
  115473. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115474. supportUniformBuffers: boolean;
  115475. /**
  115476. * Gets the list of emitted attributes
  115477. */
  115478. attributes: string[];
  115479. /**
  115480. * Gets the list of emitted uniforms
  115481. */
  115482. uniforms: string[];
  115483. /**
  115484. * Gets the list of emitted uniform buffers
  115485. */
  115486. uniformBuffers: string[];
  115487. /**
  115488. * Gets the list of emitted samplers
  115489. */
  115490. samplers: string[];
  115491. /**
  115492. * Gets the list of emitted functions
  115493. */
  115494. functions: {
  115495. [key: string]: string;
  115496. };
  115497. /**
  115498. * Gets the target of the compilation state
  115499. */
  115500. target: NodeMaterialBlockTargets;
  115501. /**
  115502. * Gets the list of emitted counters
  115503. */
  115504. counters: {
  115505. [key: string]: number;
  115506. };
  115507. /**
  115508. * Shared data between multiple NodeMaterialBuildState instances
  115509. */
  115510. sharedData: NodeMaterialBuildStateSharedData;
  115511. /** @hidden */
  115512. _vertexState: NodeMaterialBuildState;
  115513. /** @hidden */
  115514. _attributeDeclaration: string;
  115515. /** @hidden */
  115516. _uniformDeclaration: string;
  115517. /** @hidden */
  115518. _samplerDeclaration: string;
  115519. /** @hidden */
  115520. _varyingTransfer: string;
  115521. private _repeatableContentAnchorIndex;
  115522. /** @hidden */
  115523. _builtCompilationString: string;
  115524. /**
  115525. * Gets the emitted compilation strings
  115526. */
  115527. compilationString: string;
  115528. /**
  115529. * Finalize the compilation strings
  115530. * @param state defines the current compilation state
  115531. */
  115532. finalize(state: NodeMaterialBuildState): void;
  115533. /** @hidden */
  115534. readonly _repeatableContentAnchor: string;
  115535. /** @hidden */
  115536. _getFreeVariableName(prefix: string): string;
  115537. /** @hidden */
  115538. _getFreeDefineName(prefix: string): string;
  115539. /** @hidden */
  115540. _excludeVariableName(name: string): void;
  115541. /** @hidden */
  115542. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115543. /** @hidden */
  115544. _emitFunction(name: string, code: string, comments: string): void;
  115545. /** @hidden */
  115546. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115547. replaceStrings?: {
  115548. search: RegExp;
  115549. replace: string;
  115550. }[];
  115551. repeatKey?: string;
  115552. }): string;
  115553. /** @hidden */
  115554. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115555. repeatKey?: string;
  115556. removeAttributes?: boolean;
  115557. removeUniforms?: boolean;
  115558. removeVaryings?: boolean;
  115559. removeIfDef?: boolean;
  115560. replaceStrings?: {
  115561. search: RegExp;
  115562. replace: string;
  115563. }[];
  115564. }, storeKey?: string): void;
  115565. /** @hidden */
  115566. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115567. /** @hidden */
  115568. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115569. }
  115570. }
  115571. declare module BABYLON {
  115572. /**
  115573. * Defines a block that can be used inside a node based material
  115574. */
  115575. export class NodeMaterialBlock {
  115576. private _buildId;
  115577. private _buildTarget;
  115578. private _target;
  115579. private _isFinalMerger;
  115580. private _isInput;
  115581. /** @hidden */
  115582. _inputs: NodeMaterialConnectionPoint[];
  115583. /** @hidden */
  115584. _outputs: NodeMaterialConnectionPoint[];
  115585. /**
  115586. * Gets or sets the name of the block
  115587. */
  115588. name: string;
  115589. /**
  115590. * Gets or sets the unique id of the node
  115591. */
  115592. uniqueId: number;
  115593. /**
  115594. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115595. */
  115596. readonly isFinalMerger: boolean;
  115597. /**
  115598. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115599. */
  115600. readonly isInput: boolean;
  115601. /**
  115602. * Gets or sets the build Id
  115603. */
  115604. buildId: number;
  115605. /**
  115606. * Gets or sets the target of the block
  115607. */
  115608. target: NodeMaterialBlockTargets;
  115609. /**
  115610. * Gets the list of input points
  115611. */
  115612. readonly inputs: NodeMaterialConnectionPoint[];
  115613. /** Gets the list of output points */
  115614. readonly outputs: NodeMaterialConnectionPoint[];
  115615. /**
  115616. * Find an input by its name
  115617. * @param name defines the name of the input to look for
  115618. * @returns the input or null if not found
  115619. */
  115620. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115621. /**
  115622. * Find an output by its name
  115623. * @param name defines the name of the outputto look for
  115624. * @returns the output or null if not found
  115625. */
  115626. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115627. /**
  115628. * Creates a new NodeMaterialBlock
  115629. * @param name defines the block name
  115630. * @param target defines the target of that block (Vertex by default)
  115631. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115632. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115633. */
  115634. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115635. /**
  115636. * Initialize the block and prepare the context for build
  115637. * @param state defines the state that will be used for the build
  115638. */
  115639. initialize(state: NodeMaterialBuildState): void;
  115640. /**
  115641. * Bind data to effect. Will only be called for blocks with isBindable === true
  115642. * @param effect defines the effect to bind data to
  115643. * @param nodeMaterial defines the hosting NodeMaterial
  115644. * @param mesh defines the mesh that will be rendered
  115645. */
  115646. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115647. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115648. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115649. protected _writeFloat(value: number): string;
  115650. /**
  115651. * Gets the current class name e.g. "NodeMaterialBlock"
  115652. * @returns the class name
  115653. */
  115654. getClassName(): string;
  115655. /**
  115656. * Register a new input. Must be called inside a block constructor
  115657. * @param name defines the connection point name
  115658. * @param type defines the connection point type
  115659. * @param isOptional defines a boolean indicating that this input can be omitted
  115660. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115661. * @returns the current block
  115662. */
  115663. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115664. /**
  115665. * Register a new output. Must be called inside a block constructor
  115666. * @param name defines the connection point name
  115667. * @param type defines the connection point type
  115668. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115669. * @returns the current block
  115670. */
  115671. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115672. /**
  115673. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115674. * @param forOutput defines an optional connection point to check compatibility with
  115675. * @returns the first available input or null
  115676. */
  115677. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115678. /**
  115679. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115680. * @param forBlock defines an optional block to check compatibility with
  115681. * @returns the first available input or null
  115682. */
  115683. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115684. /**
  115685. * Connect current block with another block
  115686. * @param other defines the block to connect with
  115687. * @param options define the various options to help pick the right connections
  115688. * @returns the current block
  115689. */
  115690. connectTo(other: NodeMaterialBlock, options?: {
  115691. input?: string;
  115692. output?: string;
  115693. outputSwizzle?: string;
  115694. }): this | undefined;
  115695. protected _buildBlock(state: NodeMaterialBuildState): void;
  115696. /**
  115697. * Add uniforms, samplers and uniform buffers at compilation time
  115698. * @param state defines the state to update
  115699. * @param nodeMaterial defines the node material requesting the update
  115700. * @param defines defines the material defines to update
  115701. */
  115702. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115703. /**
  115704. * Add potential fallbacks if shader compilation fails
  115705. * @param mesh defines the mesh to be rendered
  115706. * @param fallbacks defines the current prioritized list of fallbacks
  115707. */
  115708. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115709. /**
  115710. * Update defines for shader compilation
  115711. * @param mesh defines the mesh to be rendered
  115712. * @param nodeMaterial defines the node material requesting the update
  115713. * @param defines defines the material defines to update
  115714. * @param useInstances specifies that instances should be used
  115715. */
  115716. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115717. /**
  115718. * Initialize defines for shader compilation
  115719. * @param mesh defines the mesh to be rendered
  115720. * @param nodeMaterial defines the node material requesting the update
  115721. * @param defines defines the material defines to be prepared
  115722. * @param useInstances specifies that instances should be used
  115723. */
  115724. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115725. /**
  115726. * Lets the block try to connect some inputs automatically
  115727. */
  115728. autoConfigure(): void;
  115729. /**
  115730. * Function called when a block is declared as repeatable content generator
  115731. * @param vertexShaderState defines the current compilation state for the vertex shader
  115732. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115733. * @param mesh defines the mesh to be rendered
  115734. * @param defines defines the material defines to update
  115735. */
  115736. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115737. /**
  115738. * Checks if the block is ready
  115739. * @param mesh defines the mesh to be rendered
  115740. * @param nodeMaterial defines the node material requesting the update
  115741. * @param defines defines the material defines to update
  115742. * @param useInstances specifies that instances should be used
  115743. * @returns true if the block is ready
  115744. */
  115745. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115746. private _processBuild;
  115747. /**
  115748. * Compile the current node and generate the shader code
  115749. * @param state defines the current compilation state (uniforms, samplers, current string)
  115750. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115751. * @returns true if already built
  115752. */
  115753. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115754. /**
  115755. * Serializes this block in a JSON representation
  115756. * @returns the serialized block object
  115757. */
  115758. serialize(): any;
  115759. /** @hidden */
  115760. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115761. }
  115762. }
  115763. declare module BABYLON {
  115764. /**
  115765. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115766. */
  115767. export enum NodeMaterialBlockConnectionPointMode {
  115768. /** Value is an uniform */
  115769. Uniform = 0,
  115770. /** Value is a mesh attribute */
  115771. Attribute = 1,
  115772. /** Value is a varying between vertex and fragment shaders */
  115773. Varying = 2,
  115774. /** Mode is undefined */
  115775. Undefined = 3
  115776. }
  115777. }
  115778. declare module BABYLON {
  115779. /**
  115780. * Enum used to define well known values e.g. values automatically provided by the system
  115781. */
  115782. export enum NodeMaterialWellKnownValues {
  115783. /** World */
  115784. World = 1,
  115785. /** View */
  115786. View = 2,
  115787. /** Projection */
  115788. Projection = 3,
  115789. /** ViewProjection */
  115790. ViewProjection = 4,
  115791. /** WorldView */
  115792. WorldView = 5,
  115793. /** WorldViewProjection */
  115794. WorldViewProjection = 6,
  115795. /** CameraPosition */
  115796. CameraPosition = 7,
  115797. /** Fog Color */
  115798. FogColor = 8
  115799. }
  115800. }
  115801. declare module BABYLON {
  115802. /**
  115803. * Contains position and normal vectors for a vertex
  115804. */
  115805. export class PositionNormalVertex {
  115806. /** the position of the vertex (defaut: 0,0,0) */
  115807. position: Vector3;
  115808. /** the normal of the vertex (defaut: 0,1,0) */
  115809. normal: Vector3;
  115810. /**
  115811. * Creates a PositionNormalVertex
  115812. * @param position the position of the vertex (defaut: 0,0,0)
  115813. * @param normal the normal of the vertex (defaut: 0,1,0)
  115814. */
  115815. constructor(
  115816. /** the position of the vertex (defaut: 0,0,0) */
  115817. position?: Vector3,
  115818. /** the normal of the vertex (defaut: 0,1,0) */
  115819. normal?: Vector3);
  115820. /**
  115821. * Clones the PositionNormalVertex
  115822. * @returns the cloned PositionNormalVertex
  115823. */
  115824. clone(): PositionNormalVertex;
  115825. }
  115826. /**
  115827. * Contains position, normal and uv vectors for a vertex
  115828. */
  115829. export class PositionNormalTextureVertex {
  115830. /** the position of the vertex (defaut: 0,0,0) */
  115831. position: Vector3;
  115832. /** the normal of the vertex (defaut: 0,1,0) */
  115833. normal: Vector3;
  115834. /** the uv of the vertex (default: 0,0) */
  115835. uv: Vector2;
  115836. /**
  115837. * Creates a PositionNormalTextureVertex
  115838. * @param position the position of the vertex (defaut: 0,0,0)
  115839. * @param normal the normal of the vertex (defaut: 0,1,0)
  115840. * @param uv the uv of the vertex (default: 0,0)
  115841. */
  115842. constructor(
  115843. /** the position of the vertex (defaut: 0,0,0) */
  115844. position?: Vector3,
  115845. /** the normal of the vertex (defaut: 0,1,0) */
  115846. normal?: Vector3,
  115847. /** the uv of the vertex (default: 0,0) */
  115848. uv?: Vector2);
  115849. /**
  115850. * Clones the PositionNormalTextureVertex
  115851. * @returns the cloned PositionNormalTextureVertex
  115852. */
  115853. clone(): PositionNormalTextureVertex;
  115854. }
  115855. }
  115856. declare module BABYLON {
  115857. /**
  115858. * Block used to expose an input value
  115859. */
  115860. export class InputBlock extends NodeMaterialBlock {
  115861. private _mode;
  115862. private _associatedVariableName;
  115863. private _storedValue;
  115864. private _valueCallback;
  115865. private _type;
  115866. /** @hidden */
  115867. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115868. /**
  115869. * Gets or sets the connection point type (default is float)
  115870. */
  115871. readonly type: NodeMaterialBlockConnectionPointTypes;
  115872. /**
  115873. * Creates a new InputBlock
  115874. * @param name defines the block name
  115875. * @param target defines the target of that block (Vertex by default)
  115876. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  115877. */
  115878. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  115879. /**
  115880. * Gets the output component
  115881. */
  115882. readonly output: NodeMaterialConnectionPoint;
  115883. /**
  115884. * Set the source of this connection point to a vertex attribute
  115885. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  115886. * @returns the current connection point
  115887. */
  115888. setAsAttribute(attributeName?: string): InputBlock;
  115889. /**
  115890. * Set the source of this connection point to a well known value
  115891. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  115892. * @returns the current connection point
  115893. */
  115894. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  115895. /**
  115896. * Gets or sets the value of that point.
  115897. * Please note that this value will be ignored if valueCallback is defined
  115898. */
  115899. value: any;
  115900. /**
  115901. * Gets or sets a callback used to get the value of that point.
  115902. * Please note that setting this value will force the connection point to ignore the value property
  115903. */
  115904. valueCallback: () => any;
  115905. /**
  115906. * Gets or sets the associated variable name in the shader
  115907. */
  115908. associatedVariableName: string;
  115909. /**
  115910. * Gets a boolean indicating that this connection point not defined yet
  115911. */
  115912. readonly isUndefined: boolean;
  115913. /**
  115914. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  115915. * In this case the connection point name must be the name of the uniform to use.
  115916. * Can only be set on inputs
  115917. */
  115918. isUniform: boolean;
  115919. /**
  115920. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  115921. * In this case the connection point name must be the name of the attribute to use
  115922. * Can only be set on inputs
  115923. */
  115924. isAttribute: boolean;
  115925. /**
  115926. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  115927. * Can only be set on exit points
  115928. */
  115929. isVarying: boolean;
  115930. /**
  115931. * Gets a boolean indicating that the current connection point is a well known value
  115932. */
  115933. readonly isWellKnownValue: boolean;
  115934. /**
  115935. * Gets or sets the current well known value or null if not defined as well know value
  115936. */
  115937. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115938. /**
  115939. * Gets the current class name
  115940. * @returns the class name
  115941. */
  115942. getClassName(): string;
  115943. private _emitDefine;
  115944. /**
  115945. * Set the input block to its default value (based on its type)
  115946. */
  115947. setDefaultValue(): void;
  115948. private _emit;
  115949. /** @hidden */
  115950. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  115951. /** @hidden */
  115952. _transmit(effect: Effect, scene: Scene): void;
  115953. protected _buildBlock(state: NodeMaterialBuildState): void;
  115954. serialize(): any;
  115955. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115956. }
  115957. }
  115958. declare module BABYLON {
  115959. /**
  115960. * Defines a connection point for a block
  115961. */
  115962. export class NodeMaterialConnectionPoint {
  115963. /** @hidden */
  115964. _ownerBlock: NodeMaterialBlock;
  115965. /** @hidden */
  115966. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115967. private _endpoints;
  115968. private _associatedVariableName;
  115969. /** @hidden */
  115970. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  115971. private _type;
  115972. /** @hidden */
  115973. _enforceAssociatedVariableName: boolean;
  115974. /**
  115975. * Gets or sets the associated variable name in the shader
  115976. */
  115977. associatedVariableName: string;
  115978. /**
  115979. * Gets or sets the connection point type (default is float)
  115980. */
  115981. type: NodeMaterialBlockConnectionPointTypes;
  115982. /**
  115983. * Gets or sets the connection point name
  115984. */
  115985. name: string;
  115986. /**
  115987. * Gets or sets the swizzle to apply to this connection point when reading or writing
  115988. */
  115989. swizzle: string;
  115990. /**
  115991. * Gets or sets a boolean indicating that this connection point can be omitted
  115992. */
  115993. isOptional: boolean;
  115994. /**
  115995. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  115996. */
  115997. define: string;
  115998. /** Gets or sets the target of that connection point */
  115999. target: NodeMaterialBlockTargets;
  116000. /**
  116001. * Gets a boolean indicating that the current point is connected
  116002. */
  116003. readonly isConnected: boolean;
  116004. /**
  116005. * Gets a boolean indicating that the current point is connected to an input block
  116006. */
  116007. readonly isConnectedToInput: boolean;
  116008. /**
  116009. * Gets a the connected input block (if any)
  116010. */
  116011. readonly connectInputBlock: Nullable<InputBlock>;
  116012. /** Get the other side of the connection (if any) */
  116013. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116014. /** Get the block that owns this connection point */
  116015. readonly ownerBlock: NodeMaterialBlock;
  116016. /** Get the block connected on the other side of this connection (if any) */
  116017. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  116018. /** Get the block connected on the endpoints of this connection (if any) */
  116019. readonly connectedBlocks: Array<NodeMaterialBlock>;
  116020. /** Gets the list of connected endpoints */
  116021. readonly endpoints: NodeMaterialConnectionPoint[];
  116022. /**
  116023. * Creates a new connection point
  116024. * @param name defines the connection point name
  116025. * @param ownerBlock defines the block hosting this connection point
  116026. */
  116027. constructor(name: string, ownerBlock: NodeMaterialBlock);
  116028. /**
  116029. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  116030. * @returns the class name
  116031. */
  116032. getClassName(): string;
  116033. /**
  116034. * Gets an boolean indicating if the current point can be connected to another point
  116035. * @param connectionPoint defines the other connection point
  116036. * @returns true if the connection is possible
  116037. */
  116038. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  116039. /**
  116040. * Connect this point to another connection point
  116041. * @param connectionPoint defines the other connection point
  116042. * @returns the current connection point
  116043. */
  116044. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116045. /**
  116046. * Disconnect this point from one of his endpoint
  116047. * @param endpoint defines the other connection point
  116048. * @returns the current connection point
  116049. */
  116050. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116051. /**
  116052. * Serializes this point in a JSON representation
  116053. * @returns the serialized point object
  116054. */
  116055. serialize(): any;
  116056. private static _GetTypeLength;
  116057. }
  116058. }
  116059. declare module BABYLON {
  116060. /**
  116061. * Block used to add support for vertex skinning (bones)
  116062. */
  116063. export class BonesBlock extends NodeMaterialBlock {
  116064. /**
  116065. * Creates a new BonesBlock
  116066. * @param name defines the block name
  116067. */
  116068. constructor(name: string);
  116069. /**
  116070. * Initialize the block and prepare the context for build
  116071. * @param state defines the state that will be used for the build
  116072. */
  116073. initialize(state: NodeMaterialBuildState): void;
  116074. /**
  116075. * Gets the current class name
  116076. * @returns the class name
  116077. */
  116078. getClassName(): string;
  116079. /**
  116080. * Gets the matrix indices input component
  116081. */
  116082. readonly matricesIndices: NodeMaterialConnectionPoint;
  116083. /**
  116084. * Gets the matrix weights input component
  116085. */
  116086. readonly matricesWeights: NodeMaterialConnectionPoint;
  116087. /**
  116088. * Gets the extra matrix indices input component
  116089. */
  116090. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  116091. /**
  116092. * Gets the extra matrix weights input component
  116093. */
  116094. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  116095. /**
  116096. * Gets the world input component
  116097. */
  116098. readonly world: NodeMaterialConnectionPoint;
  116099. /**
  116100. * Gets the output component
  116101. */
  116102. readonly output: NodeMaterialConnectionPoint;
  116103. autoConfigure(): void;
  116104. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116105. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116106. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116107. protected _buildBlock(state: NodeMaterialBuildState): this;
  116108. }
  116109. }
  116110. declare module BABYLON {
  116111. /**
  116112. * Block used to add support for instances
  116113. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  116114. */
  116115. export class InstancesBlock extends NodeMaterialBlock {
  116116. /**
  116117. * Creates a new InstancesBlock
  116118. * @param name defines the block name
  116119. */
  116120. constructor(name: string);
  116121. /**
  116122. * Gets the current class name
  116123. * @returns the class name
  116124. */
  116125. getClassName(): string;
  116126. /**
  116127. * Gets the first world row input component
  116128. */
  116129. readonly world0: NodeMaterialConnectionPoint;
  116130. /**
  116131. * Gets the second world row input component
  116132. */
  116133. readonly world1: NodeMaterialConnectionPoint;
  116134. /**
  116135. * Gets the third world row input component
  116136. */
  116137. readonly world2: NodeMaterialConnectionPoint;
  116138. /**
  116139. * Gets the forth world row input component
  116140. */
  116141. readonly world3: NodeMaterialConnectionPoint;
  116142. /**
  116143. * Gets the world input component
  116144. */
  116145. readonly world: NodeMaterialConnectionPoint;
  116146. /**
  116147. * Gets the output component
  116148. */
  116149. readonly output: NodeMaterialConnectionPoint;
  116150. autoConfigure(): void;
  116151. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116152. protected _buildBlock(state: NodeMaterialBuildState): this;
  116153. }
  116154. }
  116155. declare module BABYLON {
  116156. /**
  116157. * Block used to add morph targets support to vertex shader
  116158. */
  116159. export class MorphTargetsBlock extends NodeMaterialBlock {
  116160. private _repeatableContentAnchor;
  116161. private _repeatebleContentGenerated;
  116162. /**
  116163. * Create a new MorphTargetsBlock
  116164. * @param name defines the block name
  116165. */
  116166. constructor(name: string);
  116167. /**
  116168. * Gets the current class name
  116169. * @returns the class name
  116170. */
  116171. getClassName(): string;
  116172. /**
  116173. * Gets the position input component
  116174. */
  116175. readonly position: NodeMaterialConnectionPoint;
  116176. /**
  116177. * Gets the normal input component
  116178. */
  116179. readonly normal: NodeMaterialConnectionPoint;
  116180. /**
  116181. * Gets the tangent input component
  116182. */
  116183. readonly tangent: NodeMaterialConnectionPoint;
  116184. /**
  116185. * Gets the tangent input component
  116186. */
  116187. readonly uv: NodeMaterialConnectionPoint;
  116188. /**
  116189. * Gets the position output component
  116190. */
  116191. readonly positionOutput: NodeMaterialConnectionPoint;
  116192. /**
  116193. * Gets the normal output component
  116194. */
  116195. readonly normalOutput: NodeMaterialConnectionPoint;
  116196. /**
  116197. * Gets the tangent output component
  116198. */
  116199. readonly tangentOutput: NodeMaterialConnectionPoint;
  116200. /**
  116201. * Gets the tangent output component
  116202. */
  116203. readonly uvOutput: NodeMaterialConnectionPoint;
  116204. initialize(state: NodeMaterialBuildState): void;
  116205. autoConfigure(): void;
  116206. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116207. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116208. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116209. protected _buildBlock(state: NodeMaterialBuildState): this;
  116210. }
  116211. }
  116212. declare module BABYLON {
  116213. /**
  116214. * Block used to add an alpha test in the fragment shader
  116215. */
  116216. export class AlphaTestBlock extends NodeMaterialBlock {
  116217. /**
  116218. * Gets or sets the alpha value where alpha testing happens
  116219. */
  116220. alphaCutOff: number;
  116221. /**
  116222. * Create a new AlphaTestBlock
  116223. * @param name defines the block name
  116224. */
  116225. constructor(name: string);
  116226. /**
  116227. * Gets the current class name
  116228. * @returns the class name
  116229. */
  116230. getClassName(): string;
  116231. /**
  116232. * Gets the color input component
  116233. */
  116234. readonly color: NodeMaterialConnectionPoint;
  116235. protected _buildBlock(state: NodeMaterialBuildState): this;
  116236. }
  116237. }
  116238. declare module BABYLON {
  116239. /**
  116240. * Block used to create a Color3/4 out of individual inputs (one for each component)
  116241. */
  116242. export class ColorMergerBlock extends NodeMaterialBlock {
  116243. /**
  116244. * Create a new ColorMergerBlock
  116245. * @param name defines the block name
  116246. */
  116247. constructor(name: string);
  116248. /**
  116249. * Gets the current class name
  116250. * @returns the class name
  116251. */
  116252. getClassName(): string;
  116253. /**
  116254. * Gets the r component input
  116255. */
  116256. readonly r: NodeMaterialConnectionPoint;
  116257. /**
  116258. * Gets the g component input
  116259. */
  116260. readonly g: NodeMaterialConnectionPoint;
  116261. /**
  116262. * Gets the b component input
  116263. */
  116264. readonly b: NodeMaterialConnectionPoint;
  116265. /**
  116266. * Gets the a component input
  116267. */
  116268. readonly a: NodeMaterialConnectionPoint;
  116269. protected _buildBlock(state: NodeMaterialBuildState): this;
  116270. }
  116271. }
  116272. declare module BABYLON {
  116273. /**
  116274. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  116275. */
  116276. export class VectorMergerBlock extends NodeMaterialBlock {
  116277. /**
  116278. * Create a new VectorMergerBlock
  116279. * @param name defines the block name
  116280. */
  116281. constructor(name: string);
  116282. /**
  116283. * Gets the current class name
  116284. * @returns the class name
  116285. */
  116286. getClassName(): string;
  116287. /**
  116288. * Gets the x component input
  116289. */
  116290. readonly x: NodeMaterialConnectionPoint;
  116291. /**
  116292. * Gets the y component input
  116293. */
  116294. readonly y: NodeMaterialConnectionPoint;
  116295. /**
  116296. * Gets the z component input
  116297. */
  116298. readonly z: NodeMaterialConnectionPoint;
  116299. /**
  116300. * Gets the w component input
  116301. */
  116302. readonly w: NodeMaterialConnectionPoint;
  116303. protected _buildBlock(state: NodeMaterialBuildState): this;
  116304. }
  116305. }
  116306. declare module BABYLON {
  116307. /**
  116308. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  116309. */
  116310. export class ColorSplitterBlock extends NodeMaterialBlock {
  116311. /**
  116312. * Create a new ColorSplitterBlock
  116313. * @param name defines the block name
  116314. */
  116315. constructor(name: string);
  116316. /**
  116317. * Gets the current class name
  116318. * @returns the class name
  116319. */
  116320. getClassName(): string;
  116321. /**
  116322. * Gets the rgba input component
  116323. */
  116324. readonly rgba: NodeMaterialConnectionPoint;
  116325. /**
  116326. * Gets the rgb input component
  116327. */
  116328. readonly rgb: NodeMaterialConnectionPoint;
  116329. protected _buildBlock(state: NodeMaterialBuildState): this;
  116330. }
  116331. }
  116332. declare module BABYLON {
  116333. /**
  116334. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  116335. */
  116336. export class VectorSplitterBlock extends NodeMaterialBlock {
  116337. /**
  116338. * Create a new VectorSplitterBlock
  116339. * @param name defines the block name
  116340. */
  116341. constructor(name: string);
  116342. /**
  116343. * Gets the current class name
  116344. * @returns the class name
  116345. */
  116346. getClassName(): string;
  116347. /**
  116348. * Gets the rgba input component
  116349. */
  116350. readonly xyzw: NodeMaterialConnectionPoint;
  116351. /**
  116352. * Gets the rgb input component
  116353. */
  116354. readonly xyz: NodeMaterialConnectionPoint;
  116355. protected _buildBlock(state: NodeMaterialBuildState): this;
  116356. }
  116357. }
  116358. declare module BABYLON {
  116359. /**
  116360. * Block used to add image processing support to fragment shader
  116361. */
  116362. export class ImageProcessingBlock extends NodeMaterialBlock {
  116363. /**
  116364. * Create a new ImageProcessingBlock
  116365. * @param name defines the block name
  116366. */
  116367. constructor(name: string);
  116368. /**
  116369. * Gets the current class name
  116370. * @returns the class name
  116371. */
  116372. getClassName(): string;
  116373. /**
  116374. * Gets the color input component
  116375. */
  116376. readonly color: NodeMaterialConnectionPoint;
  116377. /**
  116378. * Gets the output component
  116379. */
  116380. readonly output: NodeMaterialConnectionPoint;
  116381. /**
  116382. * Initialize the block and prepare the context for build
  116383. * @param state defines the state that will be used for the build
  116384. */
  116385. initialize(state: NodeMaterialBuildState): void;
  116386. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116387. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116388. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116389. protected _buildBlock(state: NodeMaterialBuildState): this;
  116390. }
  116391. }
  116392. declare module BABYLON {
  116393. /**
  116394. * Block used to add support for scene fog
  116395. */
  116396. export class FogBlock extends NodeMaterialBlock {
  116397. private _fogDistanceName;
  116398. private _fogParameters;
  116399. /**
  116400. * Create a new FogBlock
  116401. * @param name defines the block name
  116402. */
  116403. constructor(name: string);
  116404. /**
  116405. * Gets the current class name
  116406. * @returns the class name
  116407. */
  116408. getClassName(): string;
  116409. /**
  116410. * Gets the world position input component
  116411. */
  116412. readonly worldPosition: NodeMaterialConnectionPoint;
  116413. /**
  116414. * Gets the view input component
  116415. */
  116416. readonly view: NodeMaterialConnectionPoint;
  116417. /**
  116418. * Gets the color input component
  116419. */
  116420. readonly color: NodeMaterialConnectionPoint;
  116421. /**
  116422. * Gets the fog color input component
  116423. */
  116424. readonly fogColor: NodeMaterialConnectionPoint;
  116425. /**
  116426. * Gets the output component
  116427. */
  116428. readonly output: NodeMaterialConnectionPoint;
  116429. autoConfigure(): void;
  116430. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116431. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116432. protected _buildBlock(state: NodeMaterialBuildState): this;
  116433. }
  116434. }
  116435. declare module BABYLON {
  116436. /**
  116437. * Block used to add light in the fragment shader
  116438. */
  116439. export class LightBlock extends NodeMaterialBlock {
  116440. private _lightId;
  116441. /**
  116442. * Gets or sets the light associated with this block
  116443. */
  116444. light: Nullable<Light>;
  116445. /**
  116446. * Create a new LightBlock
  116447. * @param name defines the block name
  116448. */
  116449. constructor(name: string);
  116450. /**
  116451. * Gets the current class name
  116452. * @returns the class name
  116453. */
  116454. getClassName(): string;
  116455. /**
  116456. * Gets the world position input component
  116457. */
  116458. readonly worldPosition: NodeMaterialConnectionPoint;
  116459. /**
  116460. * Gets the world normal input component
  116461. */
  116462. readonly worldNormal: NodeMaterialConnectionPoint;
  116463. /**
  116464. * Gets the camera (or eye) position component
  116465. */
  116466. readonly cameraPosition: NodeMaterialConnectionPoint;
  116467. /**
  116468. * Gets the diffuse output component
  116469. */
  116470. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116471. /**
  116472. * Gets the specular output component
  116473. */
  116474. readonly specularOutput: NodeMaterialConnectionPoint;
  116475. autoConfigure(): void;
  116476. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116477. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116478. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116479. private _injectVertexCode;
  116480. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116481. serialize(): any;
  116482. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116483. }
  116484. }
  116485. declare module BABYLON {
  116486. /**
  116487. * Block used to multiply 2 values
  116488. */
  116489. export class MultiplyBlock extends NodeMaterialBlock {
  116490. /**
  116491. * Creates a new MultiplyBlock
  116492. * @param name defines the block name
  116493. */
  116494. constructor(name: string);
  116495. /**
  116496. * Gets the current class name
  116497. * @returns the class name
  116498. */
  116499. getClassName(): string;
  116500. /**
  116501. * Gets the left operand input component
  116502. */
  116503. readonly left: NodeMaterialConnectionPoint;
  116504. /**
  116505. * Gets the right operand input component
  116506. */
  116507. readonly right: NodeMaterialConnectionPoint;
  116508. /**
  116509. * Gets the output component
  116510. */
  116511. readonly output: NodeMaterialConnectionPoint;
  116512. protected _buildBlock(state: NodeMaterialBuildState): this;
  116513. }
  116514. }
  116515. declare module BABYLON {
  116516. /**
  116517. * Block used to add 2 vectors
  116518. */
  116519. export class AddBlock extends NodeMaterialBlock {
  116520. /**
  116521. * Creates a new AddBlock
  116522. * @param name defines the block name
  116523. */
  116524. constructor(name: string);
  116525. /**
  116526. * Gets the current class name
  116527. * @returns the class name
  116528. */
  116529. getClassName(): string;
  116530. /**
  116531. * Gets the left operand input component
  116532. */
  116533. readonly left: NodeMaterialConnectionPoint;
  116534. /**
  116535. * Gets the right operand input component
  116536. */
  116537. readonly right: NodeMaterialConnectionPoint;
  116538. /**
  116539. * Gets the output component
  116540. */
  116541. readonly output: NodeMaterialConnectionPoint;
  116542. protected _buildBlock(state: NodeMaterialBuildState): this;
  116543. }
  116544. }
  116545. declare module BABYLON {
  116546. /**
  116547. * Block used to clamp a float
  116548. */
  116549. export class ClampBlock extends NodeMaterialBlock {
  116550. /** Gets or sets the minimum range */
  116551. minimum: number;
  116552. /** Gets or sets the maximum range */
  116553. maximum: number;
  116554. /**
  116555. * Creates a new ClampBlock
  116556. * @param name defines the block name
  116557. */
  116558. constructor(name: string);
  116559. /**
  116560. * Gets the current class name
  116561. * @returns the class name
  116562. */
  116563. getClassName(): string;
  116564. /**
  116565. * Gets the value input component
  116566. */
  116567. readonly value: NodeMaterialConnectionPoint;
  116568. /**
  116569. * Gets the output component
  116570. */
  116571. readonly output: NodeMaterialConnectionPoint;
  116572. protected _buildBlock(state: NodeMaterialBuildState): this;
  116573. }
  116574. }
  116575. declare module BABYLON {
  116576. /**
  116577. * Block used to apply a cross product between 2 vectors
  116578. */
  116579. export class CrossBlock extends NodeMaterialBlock {
  116580. /**
  116581. * Creates a new CrossBlock
  116582. * @param name defines the block name
  116583. */
  116584. constructor(name: string);
  116585. /**
  116586. * Gets the current class name
  116587. * @returns the class name
  116588. */
  116589. getClassName(): string;
  116590. /**
  116591. * Gets the left operand input component
  116592. */
  116593. readonly left: NodeMaterialConnectionPoint;
  116594. /**
  116595. * Gets the right operand input component
  116596. */
  116597. readonly right: NodeMaterialConnectionPoint;
  116598. /**
  116599. * Gets the output component
  116600. */
  116601. readonly output: NodeMaterialConnectionPoint;
  116602. protected _buildBlock(state: NodeMaterialBuildState): this;
  116603. }
  116604. }
  116605. declare module BABYLON {
  116606. /**
  116607. * Block used to apply a dot product between 2 vectors
  116608. */
  116609. export class DotBlock extends NodeMaterialBlock {
  116610. /**
  116611. * Creates a new DotBlock
  116612. * @param name defines the block name
  116613. */
  116614. constructor(name: string);
  116615. /**
  116616. * Gets the current class name
  116617. * @returns the class name
  116618. */
  116619. getClassName(): string;
  116620. /**
  116621. * Gets the left operand input component
  116622. */
  116623. readonly left: NodeMaterialConnectionPoint;
  116624. /**
  116625. * Gets the right operand input component
  116626. */
  116627. readonly right: NodeMaterialConnectionPoint;
  116628. /**
  116629. * Gets the output component
  116630. */
  116631. readonly output: NodeMaterialConnectionPoint;
  116632. protected _buildBlock(state: NodeMaterialBuildState): this;
  116633. }
  116634. }
  116635. declare module BABYLON {
  116636. /**
  116637. * Effect Render Options
  116638. */
  116639. export interface IEffectRendererOptions {
  116640. /**
  116641. * Defines the vertices positions.
  116642. */
  116643. positions?: number[];
  116644. /**
  116645. * Defines the indices.
  116646. */
  116647. indices?: number[];
  116648. }
  116649. /**
  116650. * Helper class to render one or more effects
  116651. */
  116652. export class EffectRenderer {
  116653. private engine;
  116654. private static _DefaultOptions;
  116655. private _vertexBuffers;
  116656. private _indexBuffer;
  116657. private _ringBufferIndex;
  116658. private _ringScreenBuffer;
  116659. private _fullscreenViewport;
  116660. private _getNextFrameBuffer;
  116661. /**
  116662. * Creates an effect renderer
  116663. * @param engine the engine to use for rendering
  116664. * @param options defines the options of the effect renderer
  116665. */
  116666. constructor(engine: Engine, options?: IEffectRendererOptions);
  116667. /**
  116668. * Sets the current viewport in normalized coordinates 0-1
  116669. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  116670. */
  116671. setViewport(viewport?: Viewport): void;
  116672. /**
  116673. * Sets the current effect wrapper to use during draw.
  116674. * The effect needs to be ready before calling this api.
  116675. * This also sets the default full screen position attribute.
  116676. * @param effectWrapper Defines the effect to draw with
  116677. */
  116678. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  116679. /**
  116680. * Draws a full screen quad.
  116681. */
  116682. draw(): void;
  116683. /**
  116684. * renders one or more effects to a specified texture
  116685. * @param effectWrappers list of effects to renderer
  116686. * @param outputTexture texture to draw to, if null it will render to the screen
  116687. */
  116688. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  116689. /**
  116690. * Disposes of the effect renderer
  116691. */
  116692. dispose(): void;
  116693. }
  116694. /**
  116695. * Options to create an EffectWrapper
  116696. */
  116697. interface EffectWrapperCreationOptions {
  116698. /**
  116699. * Engine to use to create the effect
  116700. */
  116701. engine: Engine;
  116702. /**
  116703. * Fragment shader for the effect
  116704. */
  116705. fragmentShader: string;
  116706. /**
  116707. * Vertex shader for the effect
  116708. */
  116709. vertexShader: string;
  116710. /**
  116711. * Attributes to use in the shader
  116712. */
  116713. attributeNames?: Array<string>;
  116714. /**
  116715. * Uniforms to use in the shader
  116716. */
  116717. uniformNames?: Array<string>;
  116718. /**
  116719. * Texture sampler names to use in the shader
  116720. */
  116721. samplerNames?: Array<string>;
  116722. /**
  116723. * The friendly name of the effect displayed in Spector.
  116724. */
  116725. name?: string;
  116726. }
  116727. /**
  116728. * Wraps an effect to be used for rendering
  116729. */
  116730. export class EffectWrapper {
  116731. /**
  116732. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116733. */
  116734. onApplyObservable: Observable<{}>;
  116735. /**
  116736. * The underlying effect
  116737. */
  116738. effect: Effect;
  116739. /**
  116740. * Creates an effect to be renderer
  116741. * @param creationOptions options to create the effect
  116742. */
  116743. constructor(creationOptions: EffectWrapperCreationOptions);
  116744. /**
  116745. * Disposes of the effect wrapper
  116746. */
  116747. dispose(): void;
  116748. }
  116749. }
  116750. declare module BABYLON {
  116751. /**
  116752. * Helper class to push actions to a pool of workers.
  116753. */
  116754. export class WorkerPool implements IDisposable {
  116755. private _workerInfos;
  116756. private _pendingActions;
  116757. /**
  116758. * Constructor
  116759. * @param workers Array of workers to use for actions
  116760. */
  116761. constructor(workers: Array<Worker>);
  116762. /**
  116763. * Terminates all workers and clears any pending actions.
  116764. */
  116765. dispose(): void;
  116766. /**
  116767. * Pushes an action to the worker pool. If all the workers are active, the action will be
  116768. * pended until a worker has completed its action.
  116769. * @param action The action to perform. Call onComplete when the action is complete.
  116770. */
  116771. push(action: (worker: Worker, onComplete: () => void) => void): void;
  116772. private _execute;
  116773. }
  116774. }
  116775. declare module BABYLON {
  116776. /**
  116777. * Configuration for Draco compression
  116778. */
  116779. export interface IDracoCompressionConfiguration {
  116780. /**
  116781. * Configuration for the decoder.
  116782. */
  116783. decoder: {
  116784. /**
  116785. * The url to the WebAssembly module.
  116786. */
  116787. wasmUrl?: string;
  116788. /**
  116789. * The url to the WebAssembly binary.
  116790. */
  116791. wasmBinaryUrl?: string;
  116792. /**
  116793. * The url to the fallback JavaScript module.
  116794. */
  116795. fallbackUrl?: string;
  116796. };
  116797. }
  116798. /**
  116799. * Draco compression (https://google.github.io/draco/)
  116800. *
  116801. * This class wraps the Draco module.
  116802. *
  116803. * **Encoder**
  116804. *
  116805. * The encoder is not currently implemented.
  116806. *
  116807. * **Decoder**
  116808. *
  116809. * 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.
  116810. *
  116811. * To update the configuration, use the following code:
  116812. * ```javascript
  116813. * DracoCompression.Configuration = {
  116814. * decoder: {
  116815. * wasmUrl: "<url to the WebAssembly library>",
  116816. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  116817. * fallbackUrl: "<url to the fallback JavaScript library>",
  116818. * }
  116819. * };
  116820. * ```
  116821. *
  116822. * 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.
  116823. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  116824. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  116825. *
  116826. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  116827. * ```javascript
  116828. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  116829. * ```
  116830. *
  116831. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  116832. */
  116833. export class DracoCompression implements IDisposable {
  116834. private _workerPoolPromise?;
  116835. private _decoderModulePromise?;
  116836. /**
  116837. * The configuration. Defaults to the following urls:
  116838. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  116839. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  116840. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  116841. */
  116842. static Configuration: IDracoCompressionConfiguration;
  116843. /**
  116844. * Returns true if the decoder configuration is available.
  116845. */
  116846. static readonly DecoderAvailable: boolean;
  116847. /**
  116848. * Default number of workers to create when creating the draco compression object.
  116849. */
  116850. static DefaultNumWorkers: number;
  116851. private static GetDefaultNumWorkers;
  116852. private static _Default;
  116853. /**
  116854. * Default instance for the draco compression object.
  116855. */
  116856. static readonly Default: DracoCompression;
  116857. /**
  116858. * Constructor
  116859. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  116860. */
  116861. constructor(numWorkers?: number);
  116862. /**
  116863. * Stop all async operations and release resources.
  116864. */
  116865. dispose(): void;
  116866. /**
  116867. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  116868. * @returns a promise that resolves when ready
  116869. */
  116870. whenReadyAsync(): Promise<void>;
  116871. /**
  116872. * Decode Draco compressed mesh data to vertex data.
  116873. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  116874. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  116875. * @returns A promise that resolves with the decoded vertex data
  116876. */
  116877. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  116878. [kind: string]: number;
  116879. }): Promise<VertexData>;
  116880. }
  116881. }
  116882. declare module BABYLON {
  116883. /**
  116884. * Class for building Constructive Solid Geometry
  116885. */
  116886. export class CSG {
  116887. private polygons;
  116888. /**
  116889. * The world matrix
  116890. */
  116891. matrix: Matrix;
  116892. /**
  116893. * Stores the position
  116894. */
  116895. position: Vector3;
  116896. /**
  116897. * Stores the rotation
  116898. */
  116899. rotation: Vector3;
  116900. /**
  116901. * Stores the rotation quaternion
  116902. */
  116903. rotationQuaternion: Nullable<Quaternion>;
  116904. /**
  116905. * Stores the scaling vector
  116906. */
  116907. scaling: Vector3;
  116908. /**
  116909. * Convert the Mesh to CSG
  116910. * @param mesh The Mesh to convert to CSG
  116911. * @returns A new CSG from the Mesh
  116912. */
  116913. static FromMesh(mesh: Mesh): CSG;
  116914. /**
  116915. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  116916. * @param polygons Polygons used to construct a CSG solid
  116917. */
  116918. private static FromPolygons;
  116919. /**
  116920. * Clones, or makes a deep copy, of the CSG
  116921. * @returns A new CSG
  116922. */
  116923. clone(): CSG;
  116924. /**
  116925. * Unions this CSG with another CSG
  116926. * @param csg The CSG to union against this CSG
  116927. * @returns The unioned CSG
  116928. */
  116929. union(csg: CSG): CSG;
  116930. /**
  116931. * Unions this CSG with another CSG in place
  116932. * @param csg The CSG to union against this CSG
  116933. */
  116934. unionInPlace(csg: CSG): void;
  116935. /**
  116936. * Subtracts this CSG with another CSG
  116937. * @param csg The CSG to subtract against this CSG
  116938. * @returns A new CSG
  116939. */
  116940. subtract(csg: CSG): CSG;
  116941. /**
  116942. * Subtracts this CSG with another CSG in place
  116943. * @param csg The CSG to subtact against this CSG
  116944. */
  116945. subtractInPlace(csg: CSG): void;
  116946. /**
  116947. * Intersect this CSG with another CSG
  116948. * @param csg The CSG to intersect against this CSG
  116949. * @returns A new CSG
  116950. */
  116951. intersect(csg: CSG): CSG;
  116952. /**
  116953. * Intersects this CSG with another CSG in place
  116954. * @param csg The CSG to intersect against this CSG
  116955. */
  116956. intersectInPlace(csg: CSG): void;
  116957. /**
  116958. * Return a new CSG solid with solid and empty space switched. This solid is
  116959. * not modified.
  116960. * @returns A new CSG solid with solid and empty space switched
  116961. */
  116962. inverse(): CSG;
  116963. /**
  116964. * Inverses the CSG in place
  116965. */
  116966. inverseInPlace(): void;
  116967. /**
  116968. * This is used to keep meshes transformations so they can be restored
  116969. * when we build back a Babylon Mesh
  116970. * NB : All CSG operations are performed in world coordinates
  116971. * @param csg The CSG to copy the transform attributes from
  116972. * @returns This CSG
  116973. */
  116974. copyTransformAttributes(csg: CSG): CSG;
  116975. /**
  116976. * Build Raw mesh from CSG
  116977. * Coordinates here are in world space
  116978. * @param name The name of the mesh geometry
  116979. * @param scene The Scene
  116980. * @param keepSubMeshes Specifies if the submeshes should be kept
  116981. * @returns A new Mesh
  116982. */
  116983. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  116984. /**
  116985. * Build Mesh from CSG taking material and transforms into account
  116986. * @param name The name of the Mesh
  116987. * @param material The material of the Mesh
  116988. * @param scene The Scene
  116989. * @param keepSubMeshes Specifies if submeshes should be kept
  116990. * @returns The new Mesh
  116991. */
  116992. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  116993. }
  116994. }
  116995. declare module BABYLON {
  116996. /**
  116997. * Class used to create a trail following a mesh
  116998. */
  116999. export class TrailMesh extends Mesh {
  117000. private _generator;
  117001. private _autoStart;
  117002. private _running;
  117003. private _diameter;
  117004. private _length;
  117005. private _sectionPolygonPointsCount;
  117006. private _sectionVectors;
  117007. private _sectionNormalVectors;
  117008. private _beforeRenderObserver;
  117009. /**
  117010. * @constructor
  117011. * @param name The value used by scene.getMeshByName() to do a lookup.
  117012. * @param generator The mesh to generate a trail.
  117013. * @param scene The scene to add this mesh to.
  117014. * @param diameter Diameter of trailing mesh. Default is 1.
  117015. * @param length Length of trailing mesh. Default is 60.
  117016. * @param autoStart Automatically start trailing mesh. Default true.
  117017. */
  117018. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  117019. /**
  117020. * "TrailMesh"
  117021. * @returns "TrailMesh"
  117022. */
  117023. getClassName(): string;
  117024. private _createMesh;
  117025. /**
  117026. * Start trailing mesh.
  117027. */
  117028. start(): void;
  117029. /**
  117030. * Stop trailing mesh.
  117031. */
  117032. stop(): void;
  117033. /**
  117034. * Update trailing mesh geometry.
  117035. */
  117036. update(): void;
  117037. /**
  117038. * Returns a new TrailMesh object.
  117039. * @param name is a string, the name given to the new mesh
  117040. * @param newGenerator use new generator object for cloned trail mesh
  117041. * @returns a new mesh
  117042. */
  117043. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  117044. /**
  117045. * Serializes this trail mesh
  117046. * @param serializationObject object to write serialization to
  117047. */
  117048. serialize(serializationObject: any): void;
  117049. /**
  117050. * Parses a serialized trail mesh
  117051. * @param parsedMesh the serialized mesh
  117052. * @param scene the scene to create the trail mesh in
  117053. * @returns the created trail mesh
  117054. */
  117055. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  117056. }
  117057. }
  117058. declare module BABYLON {
  117059. /**
  117060. * Class containing static functions to help procedurally build meshes
  117061. */
  117062. export class TiledBoxBuilder {
  117063. /**
  117064. * Creates a box mesh
  117065. * 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)
  117066. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117067. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117068. * * 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
  117069. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117070. * @param name defines the name of the mesh
  117071. * @param options defines the options used to create the mesh
  117072. * @param scene defines the hosting scene
  117073. * @returns the box mesh
  117074. */
  117075. static CreateTiledBox(name: string, options: {
  117076. pattern?: number;
  117077. width?: number;
  117078. height?: number;
  117079. depth?: number;
  117080. tileSize?: number;
  117081. tileWidth?: number;
  117082. tileHeight?: number;
  117083. alignHorizontal?: number;
  117084. alignVertical?: number;
  117085. faceUV?: Vector4[];
  117086. faceColors?: Color4[];
  117087. sideOrientation?: number;
  117088. updatable?: boolean;
  117089. }, scene?: Nullable<Scene>): Mesh;
  117090. }
  117091. }
  117092. declare module BABYLON {
  117093. /**
  117094. * Class containing static functions to help procedurally build meshes
  117095. */
  117096. export class TorusKnotBuilder {
  117097. /**
  117098. * Creates a torus knot mesh
  117099. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117100. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117101. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117102. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117103. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117104. * * 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
  117105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117106. * @param name defines the name of the mesh
  117107. * @param options defines the options used to create the mesh
  117108. * @param scene defines the hosting scene
  117109. * @returns the torus knot mesh
  117110. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117111. */
  117112. static CreateTorusKnot(name: string, options: {
  117113. radius?: number;
  117114. tube?: number;
  117115. radialSegments?: number;
  117116. tubularSegments?: number;
  117117. p?: number;
  117118. q?: number;
  117119. updatable?: boolean;
  117120. sideOrientation?: number;
  117121. frontUVs?: Vector4;
  117122. backUVs?: Vector4;
  117123. }, scene: any): Mesh;
  117124. }
  117125. }
  117126. declare module BABYLON {
  117127. /**
  117128. * Polygon
  117129. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  117130. */
  117131. export class Polygon {
  117132. /**
  117133. * Creates a rectangle
  117134. * @param xmin bottom X coord
  117135. * @param ymin bottom Y coord
  117136. * @param xmax top X coord
  117137. * @param ymax top Y coord
  117138. * @returns points that make the resulting rectation
  117139. */
  117140. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  117141. /**
  117142. * Creates a circle
  117143. * @param radius radius of circle
  117144. * @param cx scale in x
  117145. * @param cy scale in y
  117146. * @param numberOfSides number of sides that make up the circle
  117147. * @returns points that make the resulting circle
  117148. */
  117149. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  117150. /**
  117151. * Creates a polygon from input string
  117152. * @param input Input polygon data
  117153. * @returns the parsed points
  117154. */
  117155. static Parse(input: string): Vector2[];
  117156. /**
  117157. * Starts building a polygon from x and y coordinates
  117158. * @param x x coordinate
  117159. * @param y y coordinate
  117160. * @returns the started path2
  117161. */
  117162. static StartingAt(x: number, y: number): Path2;
  117163. }
  117164. /**
  117165. * Builds a polygon
  117166. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  117167. */
  117168. export class PolygonMeshBuilder {
  117169. private _points;
  117170. private _outlinepoints;
  117171. private _holes;
  117172. private _name;
  117173. private _scene;
  117174. private _epoints;
  117175. private _eholes;
  117176. private _addToepoint;
  117177. /**
  117178. * Babylon reference to the earcut plugin.
  117179. */
  117180. bjsEarcut: any;
  117181. /**
  117182. * Creates a PolygonMeshBuilder
  117183. * @param name name of the builder
  117184. * @param contours Path of the polygon
  117185. * @param scene scene to add to when creating the mesh
  117186. * @param earcutInjection can be used to inject your own earcut reference
  117187. */
  117188. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117189. /**
  117190. * Adds a whole within the polygon
  117191. * @param hole Array of points defining the hole
  117192. * @returns this
  117193. */
  117194. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117195. /**
  117196. * Creates the polygon
  117197. * @param updatable If the mesh should be updatable
  117198. * @param depth The depth of the mesh created
  117199. * @returns the created mesh
  117200. */
  117201. build(updatable?: boolean, depth?: number): Mesh;
  117202. /**
  117203. * Creates the polygon
  117204. * @param depth The depth of the mesh created
  117205. * @returns the created VertexData
  117206. */
  117207. buildVertexData(depth?: number): VertexData;
  117208. /**
  117209. * Adds a side to the polygon
  117210. * @param positions points that make the polygon
  117211. * @param normals normals of the polygon
  117212. * @param uvs uvs of the polygon
  117213. * @param indices indices of the polygon
  117214. * @param bounds bounds of the polygon
  117215. * @param points points of the polygon
  117216. * @param depth depth of the polygon
  117217. * @param flip flip of the polygon
  117218. */
  117219. private addSide;
  117220. }
  117221. }
  117222. declare module BABYLON {
  117223. /**
  117224. * Class containing static functions to help procedurally build meshes
  117225. */
  117226. export class PolygonBuilder {
  117227. /**
  117228. * Creates a polygon mesh
  117229. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117230. * * 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
  117231. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117233. * * 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)
  117234. * * Remember you can only change the shape positions, not their number when updating a polygon
  117235. * @param name defines the name of the mesh
  117236. * @param options defines the options used to create the mesh
  117237. * @param scene defines the hosting scene
  117238. * @param earcutInjection can be used to inject your own earcut reference
  117239. * @returns the polygon mesh
  117240. */
  117241. static CreatePolygon(name: string, options: {
  117242. shape: Vector3[];
  117243. holes?: Vector3[][];
  117244. depth?: number;
  117245. faceUV?: Vector4[];
  117246. faceColors?: Color4[];
  117247. updatable?: boolean;
  117248. sideOrientation?: number;
  117249. frontUVs?: Vector4;
  117250. backUVs?: Vector4;
  117251. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117252. /**
  117253. * Creates an extruded polygon mesh, with depth in the Y direction.
  117254. * * 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)
  117255. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117256. * @param name defines the name of the mesh
  117257. * @param options defines the options used to create the mesh
  117258. * @param scene defines the hosting scene
  117259. * @param earcutInjection can be used to inject your own earcut reference
  117260. * @returns the polygon mesh
  117261. */
  117262. static ExtrudePolygon(name: string, options: {
  117263. shape: Vector3[];
  117264. holes?: Vector3[][];
  117265. depth?: number;
  117266. faceUV?: Vector4[];
  117267. faceColors?: Color4[];
  117268. updatable?: boolean;
  117269. sideOrientation?: number;
  117270. frontUVs?: Vector4;
  117271. backUVs?: Vector4;
  117272. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117273. }
  117274. }
  117275. declare module BABYLON {
  117276. /**
  117277. * Class containing static functions to help procedurally build meshes
  117278. */
  117279. export class LatheBuilder {
  117280. /**
  117281. * Creates lathe mesh.
  117282. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117283. * * 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
  117284. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117285. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117286. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117287. * * 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
  117288. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117289. * * 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
  117290. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117291. * * 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
  117292. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117293. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117294. * @param name defines the name of the mesh
  117295. * @param options defines the options used to create the mesh
  117296. * @param scene defines the hosting scene
  117297. * @returns the lathe mesh
  117298. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117299. */
  117300. static CreateLathe(name: string, options: {
  117301. shape: Vector3[];
  117302. radius?: number;
  117303. tessellation?: number;
  117304. clip?: number;
  117305. arc?: number;
  117306. closed?: boolean;
  117307. updatable?: boolean;
  117308. sideOrientation?: number;
  117309. frontUVs?: Vector4;
  117310. backUVs?: Vector4;
  117311. cap?: number;
  117312. invertUV?: boolean;
  117313. }, scene?: Nullable<Scene>): Mesh;
  117314. }
  117315. }
  117316. declare module BABYLON {
  117317. /**
  117318. * Class containing static functions to help procedurally build meshes
  117319. */
  117320. export class TiledPlaneBuilder {
  117321. /**
  117322. * Creates a tiled plane mesh
  117323. * * The parameter `pattern` will, depending on value, do nothing or
  117324. * * * flip (reflect about central vertical) alternate tiles across and up
  117325. * * * flip every tile on alternate rows
  117326. * * * rotate (180 degs) alternate tiles across and up
  117327. * * * rotate every tile on alternate rows
  117328. * * * flip and rotate alternate tiles across and up
  117329. * * * flip and rotate every tile on alternate rows
  117330. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117331. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117332. * * 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
  117333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117334. * * 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)
  117335. * * 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)
  117336. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117337. * @param name defines the name of the mesh
  117338. * @param options defines the options used to create the mesh
  117339. * @param scene defines the hosting scene
  117340. * @returns the box mesh
  117341. */
  117342. static CreateTiledPlane(name: string, options: {
  117343. pattern?: number;
  117344. tileSize?: number;
  117345. tileWidth?: number;
  117346. tileHeight?: number;
  117347. size?: number;
  117348. width?: number;
  117349. height?: number;
  117350. alignHorizontal?: number;
  117351. alignVertical?: number;
  117352. sideOrientation?: number;
  117353. frontUVs?: Vector4;
  117354. backUVs?: Vector4;
  117355. updatable?: boolean;
  117356. }, scene?: Nullable<Scene>): Mesh;
  117357. }
  117358. }
  117359. declare module BABYLON {
  117360. /**
  117361. * Class containing static functions to help procedurally build meshes
  117362. */
  117363. export class TubeBuilder {
  117364. /**
  117365. * Creates a tube mesh.
  117366. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117367. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117368. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117369. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117370. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117371. * * 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)
  117372. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117373. * * 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
  117374. * * 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
  117375. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117376. * * 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
  117377. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117378. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117379. * @param name defines the name of the mesh
  117380. * @param options defines the options used to create the mesh
  117381. * @param scene defines the hosting scene
  117382. * @returns the tube mesh
  117383. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117384. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117385. */
  117386. static CreateTube(name: string, options: {
  117387. path: Vector3[];
  117388. radius?: number;
  117389. tessellation?: number;
  117390. radiusFunction?: {
  117391. (i: number, distance: number): number;
  117392. };
  117393. cap?: number;
  117394. arc?: number;
  117395. updatable?: boolean;
  117396. sideOrientation?: number;
  117397. frontUVs?: Vector4;
  117398. backUVs?: Vector4;
  117399. instance?: Mesh;
  117400. invertUV?: boolean;
  117401. }, scene?: Nullable<Scene>): Mesh;
  117402. }
  117403. }
  117404. declare module BABYLON {
  117405. /**
  117406. * Class containing static functions to help procedurally build meshes
  117407. */
  117408. export class IcoSphereBuilder {
  117409. /**
  117410. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117411. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117412. * * 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`)
  117413. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117414. * * 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
  117415. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117416. * * 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
  117417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117418. * @param name defines the name of the mesh
  117419. * @param options defines the options used to create the mesh
  117420. * @param scene defines the hosting scene
  117421. * @returns the icosahedron mesh
  117422. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117423. */
  117424. static CreateIcoSphere(name: string, options: {
  117425. radius?: number;
  117426. radiusX?: number;
  117427. radiusY?: number;
  117428. radiusZ?: number;
  117429. flat?: boolean;
  117430. subdivisions?: number;
  117431. sideOrientation?: number;
  117432. frontUVs?: Vector4;
  117433. backUVs?: Vector4;
  117434. updatable?: boolean;
  117435. }, scene?: Nullable<Scene>): Mesh;
  117436. }
  117437. }
  117438. declare module BABYLON {
  117439. /**
  117440. * Class containing static functions to help procedurally build meshes
  117441. */
  117442. export class DecalBuilder {
  117443. /**
  117444. * Creates a decal mesh.
  117445. * 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
  117446. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117447. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117448. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117449. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117450. * @param name defines the name of the mesh
  117451. * @param sourceMesh defines the mesh where the decal must be applied
  117452. * @param options defines the options used to create the mesh
  117453. * @param scene defines the hosting scene
  117454. * @returns the decal mesh
  117455. * @see https://doc.babylonjs.com/how_to/decals
  117456. */
  117457. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117458. position?: Vector3;
  117459. normal?: Vector3;
  117460. size?: Vector3;
  117461. angle?: number;
  117462. }): Mesh;
  117463. }
  117464. }
  117465. declare module BABYLON {
  117466. /**
  117467. * Class containing static functions to help procedurally build meshes
  117468. */
  117469. export class MeshBuilder {
  117470. /**
  117471. * Creates a box mesh
  117472. * * The parameter `size` sets the size (float) of each box side (default 1)
  117473. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117474. * * 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)
  117475. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117477. * * 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
  117478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117479. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117480. * @param name defines the name of the mesh
  117481. * @param options defines the options used to create the mesh
  117482. * @param scene defines the hosting scene
  117483. * @returns the box mesh
  117484. */
  117485. static CreateBox(name: string, options: {
  117486. size?: number;
  117487. width?: number;
  117488. height?: number;
  117489. depth?: number;
  117490. faceUV?: Vector4[];
  117491. faceColors?: Color4[];
  117492. sideOrientation?: number;
  117493. frontUVs?: Vector4;
  117494. backUVs?: Vector4;
  117495. updatable?: boolean;
  117496. }, scene?: Nullable<Scene>): Mesh;
  117497. /**
  117498. * Creates a tiled box mesh
  117499. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117500. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117501. * @param name defines the name of the mesh
  117502. * @param options defines the options used to create the mesh
  117503. * @param scene defines the hosting scene
  117504. * @returns the tiled box mesh
  117505. */
  117506. static CreateTiledBox(name: string, options: {
  117507. pattern?: number;
  117508. size?: number;
  117509. width?: number;
  117510. height?: number;
  117511. depth: number;
  117512. tileSize?: number;
  117513. tileWidth?: number;
  117514. tileHeight?: number;
  117515. faceUV?: Vector4[];
  117516. faceColors?: Color4[];
  117517. alignHorizontal?: number;
  117518. alignVertical?: number;
  117519. sideOrientation?: number;
  117520. updatable?: boolean;
  117521. }, scene?: Nullable<Scene>): Mesh;
  117522. /**
  117523. * Creates a sphere mesh
  117524. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117525. * * 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`)
  117526. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117527. * * 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
  117528. * * 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)
  117529. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117530. * * 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
  117531. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117532. * @param name defines the name of the mesh
  117533. * @param options defines the options used to create the mesh
  117534. * @param scene defines the hosting scene
  117535. * @returns the sphere mesh
  117536. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117537. */
  117538. static CreateSphere(name: string, options: {
  117539. segments?: number;
  117540. diameter?: number;
  117541. diameterX?: number;
  117542. diameterY?: number;
  117543. diameterZ?: number;
  117544. arc?: number;
  117545. slice?: number;
  117546. sideOrientation?: number;
  117547. frontUVs?: Vector4;
  117548. backUVs?: Vector4;
  117549. updatable?: boolean;
  117550. }, scene?: Nullable<Scene>): Mesh;
  117551. /**
  117552. * Creates a plane polygonal mesh. By default, this is a disc
  117553. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117554. * * 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
  117555. * * 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
  117556. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117557. * * 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
  117558. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117559. * @param name defines the name of the mesh
  117560. * @param options defines the options used to create the mesh
  117561. * @param scene defines the hosting scene
  117562. * @returns the plane polygonal mesh
  117563. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117564. */
  117565. static CreateDisc(name: string, options: {
  117566. radius?: number;
  117567. tessellation?: number;
  117568. arc?: number;
  117569. updatable?: boolean;
  117570. sideOrientation?: number;
  117571. frontUVs?: Vector4;
  117572. backUVs?: Vector4;
  117573. }, scene?: Nullable<Scene>): Mesh;
  117574. /**
  117575. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117576. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117577. * * 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`)
  117578. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117579. * * 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
  117580. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117581. * * 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
  117582. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117583. * @param name defines the name of the mesh
  117584. * @param options defines the options used to create the mesh
  117585. * @param scene defines the hosting scene
  117586. * @returns the icosahedron mesh
  117587. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117588. */
  117589. static CreateIcoSphere(name: string, options: {
  117590. radius?: number;
  117591. radiusX?: number;
  117592. radiusY?: number;
  117593. radiusZ?: number;
  117594. flat?: boolean;
  117595. subdivisions?: number;
  117596. sideOrientation?: number;
  117597. frontUVs?: Vector4;
  117598. backUVs?: Vector4;
  117599. updatable?: boolean;
  117600. }, scene?: Nullable<Scene>): Mesh;
  117601. /**
  117602. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117603. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117604. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117605. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117606. * * 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
  117607. * * 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
  117608. * * 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
  117609. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117610. * * 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
  117611. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117612. * * 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
  117613. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117614. * * 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
  117615. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117617. * @param name defines the name of the mesh
  117618. * @param options defines the options used to create the mesh
  117619. * @param scene defines the hosting scene
  117620. * @returns the ribbon mesh
  117621. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117622. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117623. */
  117624. static CreateRibbon(name: string, options: {
  117625. pathArray: Vector3[][];
  117626. closeArray?: boolean;
  117627. closePath?: boolean;
  117628. offset?: number;
  117629. updatable?: boolean;
  117630. sideOrientation?: number;
  117631. frontUVs?: Vector4;
  117632. backUVs?: Vector4;
  117633. instance?: Mesh;
  117634. invertUV?: boolean;
  117635. uvs?: Vector2[];
  117636. colors?: Color4[];
  117637. }, scene?: Nullable<Scene>): Mesh;
  117638. /**
  117639. * Creates a cylinder or a cone mesh
  117640. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117641. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117642. * * 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.
  117643. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117644. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117645. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117646. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117647. * * 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).
  117648. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117649. * * 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).
  117650. * * 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
  117651. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117652. * * 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
  117653. * * 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.
  117654. * * If `enclose` is false, a ring surface is one element.
  117655. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117656. * * 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
  117657. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117658. * * 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
  117659. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117660. * @param name defines the name of the mesh
  117661. * @param options defines the options used to create the mesh
  117662. * @param scene defines the hosting scene
  117663. * @returns the cylinder mesh
  117664. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117665. */
  117666. static CreateCylinder(name: string, options: {
  117667. height?: number;
  117668. diameterTop?: number;
  117669. diameterBottom?: number;
  117670. diameter?: number;
  117671. tessellation?: number;
  117672. subdivisions?: number;
  117673. arc?: number;
  117674. faceColors?: Color4[];
  117675. faceUV?: Vector4[];
  117676. updatable?: boolean;
  117677. hasRings?: boolean;
  117678. enclose?: boolean;
  117679. cap?: number;
  117680. sideOrientation?: number;
  117681. frontUVs?: Vector4;
  117682. backUVs?: Vector4;
  117683. }, scene?: Nullable<Scene>): Mesh;
  117684. /**
  117685. * Creates a torus mesh
  117686. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117687. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117688. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117689. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117690. * * 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
  117691. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117692. * @param name defines the name of the mesh
  117693. * @param options defines the options used to create the mesh
  117694. * @param scene defines the hosting scene
  117695. * @returns the torus mesh
  117696. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117697. */
  117698. static CreateTorus(name: string, options: {
  117699. diameter?: number;
  117700. thickness?: number;
  117701. tessellation?: number;
  117702. updatable?: boolean;
  117703. sideOrientation?: number;
  117704. frontUVs?: Vector4;
  117705. backUVs?: Vector4;
  117706. }, scene?: Nullable<Scene>): Mesh;
  117707. /**
  117708. * Creates a torus knot mesh
  117709. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117710. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117711. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117712. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117713. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117714. * * 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
  117715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117716. * @param name defines the name of the mesh
  117717. * @param options defines the options used to create the mesh
  117718. * @param scene defines the hosting scene
  117719. * @returns the torus knot mesh
  117720. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117721. */
  117722. static CreateTorusKnot(name: string, options: {
  117723. radius?: number;
  117724. tube?: number;
  117725. radialSegments?: number;
  117726. tubularSegments?: number;
  117727. p?: number;
  117728. q?: number;
  117729. updatable?: boolean;
  117730. sideOrientation?: number;
  117731. frontUVs?: Vector4;
  117732. backUVs?: Vector4;
  117733. }, scene?: Nullable<Scene>): Mesh;
  117734. /**
  117735. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117736. * * 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
  117737. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117738. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117739. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117740. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117741. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117742. * * 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
  117743. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  117744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117745. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  117746. * @param name defines the name of the new line system
  117747. * @param options defines the options used to create the line system
  117748. * @param scene defines the hosting scene
  117749. * @returns a new line system mesh
  117750. */
  117751. static CreateLineSystem(name: string, options: {
  117752. lines: Vector3[][];
  117753. updatable?: boolean;
  117754. instance?: Nullable<LinesMesh>;
  117755. colors?: Nullable<Color4[][]>;
  117756. useVertexAlpha?: boolean;
  117757. }, scene: Nullable<Scene>): LinesMesh;
  117758. /**
  117759. * Creates a line mesh
  117760. * 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
  117761. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117762. * * The parameter `points` is an array successive Vector3
  117763. * * 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
  117764. * * The optional parameter `colors` is an array of successive Color4, one per line point
  117765. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  117766. * * When updating an instance, remember that only point positions can change, not the number of points
  117767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117768. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  117769. * @param name defines the name of the new line system
  117770. * @param options defines the options used to create the line system
  117771. * @param scene defines the hosting scene
  117772. * @returns a new line mesh
  117773. */
  117774. static CreateLines(name: string, options: {
  117775. points: Vector3[];
  117776. updatable?: boolean;
  117777. instance?: Nullable<LinesMesh>;
  117778. colors?: Color4[];
  117779. useVertexAlpha?: boolean;
  117780. }, scene?: Nullable<Scene>): LinesMesh;
  117781. /**
  117782. * Creates a dashed line mesh
  117783. * * 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
  117784. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117785. * * The parameter `points` is an array successive Vector3
  117786. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  117787. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  117788. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  117789. * * 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
  117790. * * When updating an instance, remember that only point positions can change, not the number of points
  117791. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117792. * @param name defines the name of the mesh
  117793. * @param options defines the options used to create the mesh
  117794. * @param scene defines the hosting scene
  117795. * @returns the dashed line mesh
  117796. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  117797. */
  117798. static CreateDashedLines(name: string, options: {
  117799. points: Vector3[];
  117800. dashSize?: number;
  117801. gapSize?: number;
  117802. dashNb?: number;
  117803. updatable?: boolean;
  117804. instance?: LinesMesh;
  117805. }, scene?: Nullable<Scene>): LinesMesh;
  117806. /**
  117807. * 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.
  117808. * * 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.
  117809. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117810. * * 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.
  117811. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  117812. * * 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
  117813. * * 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
  117814. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  117815. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117816. * * 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
  117817. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  117818. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117819. * @param name defines the name of the mesh
  117820. * @param options defines the options used to create the mesh
  117821. * @param scene defines the hosting scene
  117822. * @returns the extruded shape mesh
  117823. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117824. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117825. */
  117826. static ExtrudeShape(name: string, options: {
  117827. shape: Vector3[];
  117828. path: Vector3[];
  117829. scale?: number;
  117830. rotation?: number;
  117831. cap?: number;
  117832. updatable?: boolean;
  117833. sideOrientation?: number;
  117834. frontUVs?: Vector4;
  117835. backUVs?: Vector4;
  117836. instance?: Mesh;
  117837. invertUV?: boolean;
  117838. }, scene?: Nullable<Scene>): Mesh;
  117839. /**
  117840. * Creates an custom extruded shape mesh.
  117841. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117842. * * 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.
  117843. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117844. * * 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
  117845. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  117846. * * 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
  117847. * * It must returns a float value that will be the scale value applied to the shape on each path point
  117848. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  117849. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  117850. * * 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
  117851. * * 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
  117852. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  117853. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117854. * * 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
  117855. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117856. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117857. * @param name defines the name of the mesh
  117858. * @param options defines the options used to create the mesh
  117859. * @param scene defines the hosting scene
  117860. * @returns the custom extruded shape mesh
  117861. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  117862. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117863. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117864. */
  117865. static ExtrudeShapeCustom(name: string, options: {
  117866. shape: Vector3[];
  117867. path: Vector3[];
  117868. scaleFunction?: any;
  117869. rotationFunction?: any;
  117870. ribbonCloseArray?: boolean;
  117871. ribbonClosePath?: boolean;
  117872. cap?: number;
  117873. updatable?: boolean;
  117874. sideOrientation?: number;
  117875. frontUVs?: Vector4;
  117876. backUVs?: Vector4;
  117877. instance?: Mesh;
  117878. invertUV?: boolean;
  117879. }, scene?: Nullable<Scene>): Mesh;
  117880. /**
  117881. * Creates lathe mesh.
  117882. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117883. * * 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
  117884. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117885. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117886. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117887. * * 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
  117888. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117889. * * 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
  117890. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117891. * * 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
  117892. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117894. * @param name defines the name of the mesh
  117895. * @param options defines the options used to create the mesh
  117896. * @param scene defines the hosting scene
  117897. * @returns the lathe mesh
  117898. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117899. */
  117900. static CreateLathe(name: string, options: {
  117901. shape: Vector3[];
  117902. radius?: number;
  117903. tessellation?: number;
  117904. clip?: number;
  117905. arc?: number;
  117906. closed?: boolean;
  117907. updatable?: boolean;
  117908. sideOrientation?: number;
  117909. frontUVs?: Vector4;
  117910. backUVs?: Vector4;
  117911. cap?: number;
  117912. invertUV?: boolean;
  117913. }, scene?: Nullable<Scene>): Mesh;
  117914. /**
  117915. * Creates a tiled plane mesh
  117916. * * You can set a limited pattern arrangement with the tiles
  117917. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117918. * * 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
  117919. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117920. * @param name defines the name of the mesh
  117921. * @param options defines the options used to create the mesh
  117922. * @param scene defines the hosting scene
  117923. * @returns the plane mesh
  117924. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117925. */
  117926. static CreateTiledPlane(name: string, options: {
  117927. pattern?: number;
  117928. tileSize?: number;
  117929. tileWidth?: number;
  117930. tileHeight?: number;
  117931. size?: number;
  117932. width?: number;
  117933. height?: number;
  117934. alignHorizontal?: number;
  117935. alignVertical?: number;
  117936. sideOrientation?: number;
  117937. frontUVs?: Vector4;
  117938. backUVs?: Vector4;
  117939. updatable?: boolean;
  117940. }, scene?: Nullable<Scene>): Mesh;
  117941. /**
  117942. * Creates a plane mesh
  117943. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  117944. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  117945. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  117946. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117947. * * 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
  117948. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117949. * @param name defines the name of the mesh
  117950. * @param options defines the options used to create the mesh
  117951. * @param scene defines the hosting scene
  117952. * @returns the plane mesh
  117953. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117954. */
  117955. static CreatePlane(name: string, options: {
  117956. size?: number;
  117957. width?: number;
  117958. height?: number;
  117959. sideOrientation?: number;
  117960. frontUVs?: Vector4;
  117961. backUVs?: Vector4;
  117962. updatable?: boolean;
  117963. sourcePlane?: Plane;
  117964. }, scene?: Nullable<Scene>): Mesh;
  117965. /**
  117966. * Creates a ground mesh
  117967. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  117968. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  117969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117970. * @param name defines the name of the mesh
  117971. * @param options defines the options used to create the mesh
  117972. * @param scene defines the hosting scene
  117973. * @returns the ground mesh
  117974. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  117975. */
  117976. static CreateGround(name: string, options: {
  117977. width?: number;
  117978. height?: number;
  117979. subdivisions?: number;
  117980. subdivisionsX?: number;
  117981. subdivisionsY?: number;
  117982. updatable?: boolean;
  117983. }, scene?: Nullable<Scene>): Mesh;
  117984. /**
  117985. * Creates a tiled ground mesh
  117986. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  117987. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  117988. * * 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
  117989. * * 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
  117990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117991. * @param name defines the name of the mesh
  117992. * @param options defines the options used to create the mesh
  117993. * @param scene defines the hosting scene
  117994. * @returns the tiled ground mesh
  117995. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  117996. */
  117997. static CreateTiledGround(name: string, options: {
  117998. xmin: number;
  117999. zmin: number;
  118000. xmax: number;
  118001. zmax: number;
  118002. subdivisions?: {
  118003. w: number;
  118004. h: number;
  118005. };
  118006. precision?: {
  118007. w: number;
  118008. h: number;
  118009. };
  118010. updatable?: boolean;
  118011. }, scene?: Nullable<Scene>): Mesh;
  118012. /**
  118013. * Creates a ground mesh from a height map
  118014. * * The parameter `url` sets the URL of the height map image resource.
  118015. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  118016. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  118017. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  118018. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  118019. * * 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.
  118020. * * 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).
  118021. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  118022. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118023. * @param name defines the name of the mesh
  118024. * @param url defines the url to the height map
  118025. * @param options defines the options used to create the mesh
  118026. * @param scene defines the hosting scene
  118027. * @returns the ground mesh
  118028. * @see https://doc.babylonjs.com/babylon101/height_map
  118029. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  118030. */
  118031. static CreateGroundFromHeightMap(name: string, url: string, options: {
  118032. width?: number;
  118033. height?: number;
  118034. subdivisions?: number;
  118035. minHeight?: number;
  118036. maxHeight?: number;
  118037. colorFilter?: Color3;
  118038. alphaFilter?: number;
  118039. updatable?: boolean;
  118040. onReady?: (mesh: GroundMesh) => void;
  118041. }, scene?: Nullable<Scene>): GroundMesh;
  118042. /**
  118043. * Creates a polygon mesh
  118044. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118045. * * 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
  118046. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118048. * * 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)
  118049. * * Remember you can only change the shape positions, not their number when updating a polygon
  118050. * @param name defines the name of the mesh
  118051. * @param options defines the options used to create the mesh
  118052. * @param scene defines the hosting scene
  118053. * @param earcutInjection can be used to inject your own earcut reference
  118054. * @returns the polygon mesh
  118055. */
  118056. static CreatePolygon(name: string, options: {
  118057. shape: Vector3[];
  118058. holes?: Vector3[][];
  118059. depth?: number;
  118060. faceUV?: Vector4[];
  118061. faceColors?: Color4[];
  118062. updatable?: boolean;
  118063. sideOrientation?: number;
  118064. frontUVs?: Vector4;
  118065. backUVs?: Vector4;
  118066. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118067. /**
  118068. * Creates an extruded polygon mesh, with depth in the Y direction.
  118069. * * 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)
  118070. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118071. * @param name defines the name of the mesh
  118072. * @param options defines the options used to create the mesh
  118073. * @param scene defines the hosting scene
  118074. * @param earcutInjection can be used to inject your own earcut reference
  118075. * @returns the polygon mesh
  118076. */
  118077. static ExtrudePolygon(name: string, options: {
  118078. shape: Vector3[];
  118079. holes?: Vector3[][];
  118080. depth?: number;
  118081. faceUV?: Vector4[];
  118082. faceColors?: Color4[];
  118083. updatable?: boolean;
  118084. sideOrientation?: number;
  118085. frontUVs?: Vector4;
  118086. backUVs?: Vector4;
  118087. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118088. /**
  118089. * Creates a tube mesh.
  118090. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118091. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118092. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118093. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118094. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118095. * * 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)
  118096. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118097. * * 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
  118098. * * 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
  118099. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118100. * * 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
  118101. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118102. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118103. * @param name defines the name of the mesh
  118104. * @param options defines the options used to create the mesh
  118105. * @param scene defines the hosting scene
  118106. * @returns the tube mesh
  118107. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118108. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118109. */
  118110. static CreateTube(name: string, options: {
  118111. path: Vector3[];
  118112. radius?: number;
  118113. tessellation?: number;
  118114. radiusFunction?: {
  118115. (i: number, distance: number): number;
  118116. };
  118117. cap?: number;
  118118. arc?: number;
  118119. updatable?: boolean;
  118120. sideOrientation?: number;
  118121. frontUVs?: Vector4;
  118122. backUVs?: Vector4;
  118123. instance?: Mesh;
  118124. invertUV?: boolean;
  118125. }, scene?: Nullable<Scene>): Mesh;
  118126. /**
  118127. * Creates a polyhedron mesh
  118128. * * 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
  118129. * * The parameter `size` (positive float, default 1) sets the polygon size
  118130. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  118131. * * 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`
  118132. * * 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
  118133. * * 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)`)
  118134. * * 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
  118135. * * 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
  118136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118137. * * 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
  118138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118139. * @param name defines the name of the mesh
  118140. * @param options defines the options used to create the mesh
  118141. * @param scene defines the hosting scene
  118142. * @returns the polyhedron mesh
  118143. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  118144. */
  118145. static CreatePolyhedron(name: string, options: {
  118146. type?: number;
  118147. size?: number;
  118148. sizeX?: number;
  118149. sizeY?: number;
  118150. sizeZ?: number;
  118151. custom?: any;
  118152. faceUV?: Vector4[];
  118153. faceColors?: Color4[];
  118154. flat?: boolean;
  118155. updatable?: boolean;
  118156. sideOrientation?: number;
  118157. frontUVs?: Vector4;
  118158. backUVs?: Vector4;
  118159. }, scene?: Nullable<Scene>): Mesh;
  118160. /**
  118161. * Creates a decal mesh.
  118162. * 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
  118163. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118164. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118165. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118166. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118167. * @param name defines the name of the mesh
  118168. * @param sourceMesh defines the mesh where the decal must be applied
  118169. * @param options defines the options used to create the mesh
  118170. * @param scene defines the hosting scene
  118171. * @returns the decal mesh
  118172. * @see https://doc.babylonjs.com/how_to/decals
  118173. */
  118174. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118175. position?: Vector3;
  118176. normal?: Vector3;
  118177. size?: Vector3;
  118178. angle?: number;
  118179. }): Mesh;
  118180. }
  118181. }
  118182. declare module BABYLON {
  118183. /**
  118184. * A simplifier interface for future simplification implementations
  118185. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118186. */
  118187. export interface ISimplifier {
  118188. /**
  118189. * Simplification of a given mesh according to the given settings.
  118190. * Since this requires computation, it is assumed that the function runs async.
  118191. * @param settings The settings of the simplification, including quality and distance
  118192. * @param successCallback A callback that will be called after the mesh was simplified.
  118193. * @param errorCallback in case of an error, this callback will be called. optional.
  118194. */
  118195. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118196. }
  118197. /**
  118198. * Expected simplification settings.
  118199. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118200. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118201. */
  118202. export interface ISimplificationSettings {
  118203. /**
  118204. * Gets or sets the expected quality
  118205. */
  118206. quality: number;
  118207. /**
  118208. * Gets or sets the distance when this optimized version should be used
  118209. */
  118210. distance: number;
  118211. /**
  118212. * Gets an already optimized mesh
  118213. */
  118214. optimizeMesh?: boolean;
  118215. }
  118216. /**
  118217. * Class used to specify simplification options
  118218. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118219. */
  118220. export class SimplificationSettings implements ISimplificationSettings {
  118221. /** expected quality */
  118222. quality: number;
  118223. /** distance when this optimized version should be used */
  118224. distance: number;
  118225. /** already optimized mesh */
  118226. optimizeMesh?: boolean | undefined;
  118227. /**
  118228. * Creates a SimplificationSettings
  118229. * @param quality expected quality
  118230. * @param distance distance when this optimized version should be used
  118231. * @param optimizeMesh already optimized mesh
  118232. */
  118233. constructor(
  118234. /** expected quality */
  118235. quality: number,
  118236. /** distance when this optimized version should be used */
  118237. distance: number,
  118238. /** already optimized mesh */
  118239. optimizeMesh?: boolean | undefined);
  118240. }
  118241. /**
  118242. * Interface used to define a simplification task
  118243. */
  118244. export interface ISimplificationTask {
  118245. /**
  118246. * Array of settings
  118247. */
  118248. settings: Array<ISimplificationSettings>;
  118249. /**
  118250. * Simplification type
  118251. */
  118252. simplificationType: SimplificationType;
  118253. /**
  118254. * Mesh to simplify
  118255. */
  118256. mesh: Mesh;
  118257. /**
  118258. * Callback called on success
  118259. */
  118260. successCallback?: () => void;
  118261. /**
  118262. * Defines if parallel processing can be used
  118263. */
  118264. parallelProcessing: boolean;
  118265. }
  118266. /**
  118267. * Queue used to order the simplification tasks
  118268. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118269. */
  118270. export class SimplificationQueue {
  118271. private _simplificationArray;
  118272. /**
  118273. * Gets a boolean indicating that the process is still running
  118274. */
  118275. running: boolean;
  118276. /**
  118277. * Creates a new queue
  118278. */
  118279. constructor();
  118280. /**
  118281. * Adds a new simplification task
  118282. * @param task defines a task to add
  118283. */
  118284. addTask(task: ISimplificationTask): void;
  118285. /**
  118286. * Execute next task
  118287. */
  118288. executeNext(): void;
  118289. /**
  118290. * Execute a simplification task
  118291. * @param task defines the task to run
  118292. */
  118293. runSimplification(task: ISimplificationTask): void;
  118294. private getSimplifier;
  118295. }
  118296. /**
  118297. * The implemented types of simplification
  118298. * At the moment only Quadratic Error Decimation is implemented
  118299. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118300. */
  118301. export enum SimplificationType {
  118302. /** Quadratic error decimation */
  118303. QUADRATIC = 0
  118304. }
  118305. }
  118306. declare module BABYLON {
  118307. interface Scene {
  118308. /** @hidden (Backing field) */
  118309. _simplificationQueue: SimplificationQueue;
  118310. /**
  118311. * Gets or sets the simplification queue attached to the scene
  118312. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118313. */
  118314. simplificationQueue: SimplificationQueue;
  118315. }
  118316. interface Mesh {
  118317. /**
  118318. * Simplify the mesh according to the given array of settings.
  118319. * Function will return immediately and will simplify async
  118320. * @param settings a collection of simplification settings
  118321. * @param parallelProcessing should all levels calculate parallel or one after the other
  118322. * @param simplificationType the type of simplification to run
  118323. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118324. * @returns the current mesh
  118325. */
  118326. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118327. }
  118328. /**
  118329. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118330. * created in a scene
  118331. */
  118332. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118333. /**
  118334. * The component name helpfull to identify the component in the list of scene components.
  118335. */
  118336. readonly name: string;
  118337. /**
  118338. * The scene the component belongs to.
  118339. */
  118340. scene: Scene;
  118341. /**
  118342. * Creates a new instance of the component for the given scene
  118343. * @param scene Defines the scene to register the component in
  118344. */
  118345. constructor(scene: Scene);
  118346. /**
  118347. * Registers the component in a given scene
  118348. */
  118349. register(): void;
  118350. /**
  118351. * Rebuilds the elements related to this component in case of
  118352. * context lost for instance.
  118353. */
  118354. rebuild(): void;
  118355. /**
  118356. * Disposes the component and the associated ressources
  118357. */
  118358. dispose(): void;
  118359. private _beforeCameraUpdate;
  118360. }
  118361. }
  118362. declare module BABYLON {
  118363. /**
  118364. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118365. */
  118366. export interface INavigationEnginePlugin {
  118367. /**
  118368. * plugin name
  118369. */
  118370. name: string;
  118371. /**
  118372. * Creates a navigation mesh
  118373. * @param meshes array of all the geometry used to compute the navigatio mesh
  118374. * @param parameters bunch of parameters used to filter geometry
  118375. */
  118376. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118377. /**
  118378. * Create a navigation mesh debug mesh
  118379. * @param scene is where the mesh will be added
  118380. * @returns debug display mesh
  118381. */
  118382. createDebugNavMesh(scene: Scene): Mesh;
  118383. /**
  118384. * Get a navigation mesh constrained position, closest to the parameter position
  118385. * @param position world position
  118386. * @returns the closest point to position constrained by the navigation mesh
  118387. */
  118388. getClosestPoint(position: Vector3): Vector3;
  118389. /**
  118390. * Get a navigation mesh constrained position, within a particular radius
  118391. * @param position world position
  118392. * @param maxRadius the maximum distance to the constrained world position
  118393. * @returns the closest point to position constrained by the navigation mesh
  118394. */
  118395. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118396. /**
  118397. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118398. * @param start world position
  118399. * @param end world position
  118400. * @returns array containing world position composing the path
  118401. */
  118402. computePath(start: Vector3, end: Vector3): Vector3[];
  118403. /**
  118404. * If this plugin is supported
  118405. * @returns true if plugin is supported
  118406. */
  118407. isSupported(): boolean;
  118408. /**
  118409. * Create a new Crowd so you can add agents
  118410. * @param maxAgents the maximum agent count in the crowd
  118411. * @param maxAgentRadius the maximum radius an agent can have
  118412. * @param scene to attach the crowd to
  118413. * @returns the crowd you can add agents to
  118414. */
  118415. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118416. /**
  118417. * Release all resources
  118418. */
  118419. dispose(): void;
  118420. }
  118421. /**
  118422. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118423. */
  118424. export interface ICrowd {
  118425. /**
  118426. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118427. * You can attach anything to that node. The node position is updated in the scene update tick.
  118428. * @param pos world position that will be constrained by the navigation mesh
  118429. * @param parameters agent parameters
  118430. * @param transform hooked to the agent that will be update by the scene
  118431. * @returns agent index
  118432. */
  118433. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118434. /**
  118435. * Returns the agent position in world space
  118436. * @param index agent index returned by addAgent
  118437. * @returns world space position
  118438. */
  118439. getAgentPosition(index: number): Vector3;
  118440. /**
  118441. * Gets the agent velocity in world space
  118442. * @param index agent index returned by addAgent
  118443. * @returns world space velocity
  118444. */
  118445. getAgentVelocity(index: number): Vector3;
  118446. /**
  118447. * remove a particular agent previously created
  118448. * @param index agent index returned by addAgent
  118449. */
  118450. removeAgent(index: number): void;
  118451. /**
  118452. * get the list of all agents attached to this crowd
  118453. * @returns list of agent indices
  118454. */
  118455. getAgents(): number[];
  118456. /**
  118457. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118458. * @param deltaTime in seconds
  118459. */
  118460. update(deltaTime: number): void;
  118461. /**
  118462. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118463. * @param index agent index returned by addAgent
  118464. * @param destination targeted world position
  118465. */
  118466. agentGoto(index: number, destination: Vector3): void;
  118467. /**
  118468. * Release all resources
  118469. */
  118470. dispose(): void;
  118471. }
  118472. /**
  118473. * Configures an agent
  118474. */
  118475. export interface IAgentParameters {
  118476. /**
  118477. * Agent radius. [Limit: >= 0]
  118478. */
  118479. radius: number;
  118480. /**
  118481. * Agent height. [Limit: > 0]
  118482. */
  118483. height: number;
  118484. /**
  118485. * Maximum allowed acceleration. [Limit: >= 0]
  118486. */
  118487. maxAcceleration: number;
  118488. /**
  118489. * Maximum allowed speed. [Limit: >= 0]
  118490. */
  118491. maxSpeed: number;
  118492. /**
  118493. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118494. */
  118495. collisionQueryRange: number;
  118496. /**
  118497. * The path visibility optimization range. [Limit: > 0]
  118498. */
  118499. pathOptimizationRange: number;
  118500. /**
  118501. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118502. */
  118503. separationWeight: number;
  118504. }
  118505. /**
  118506. * Configures the navigation mesh creation
  118507. */
  118508. export interface INavMeshParameters {
  118509. /**
  118510. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118511. */
  118512. cs: number;
  118513. /**
  118514. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118515. */
  118516. ch: number;
  118517. /**
  118518. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118519. */
  118520. walkableSlopeAngle: number;
  118521. /**
  118522. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118523. * be considered walkable. [Limit: >= 3] [Units: vx]
  118524. */
  118525. walkableHeight: number;
  118526. /**
  118527. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118528. */
  118529. walkableClimb: number;
  118530. /**
  118531. * The distance to erode/shrink the walkable area of the heightfield away from
  118532. * obstructions. [Limit: >=0] [Units: vx]
  118533. */
  118534. walkableRadius: number;
  118535. /**
  118536. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118537. */
  118538. maxEdgeLen: number;
  118539. /**
  118540. * The maximum distance a simplfied contour's border edges should deviate
  118541. * the original raw contour. [Limit: >=0] [Units: vx]
  118542. */
  118543. maxSimplificationError: number;
  118544. /**
  118545. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118546. */
  118547. minRegionArea: number;
  118548. /**
  118549. * Any regions with a span count smaller than this value will, if possible,
  118550. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118551. */
  118552. mergeRegionArea: number;
  118553. /**
  118554. * The maximum number of vertices allowed for polygons generated during the
  118555. * contour to polygon conversion process. [Limit: >= 3]
  118556. */
  118557. maxVertsPerPoly: number;
  118558. /**
  118559. * Sets the sampling distance to use when generating the detail mesh.
  118560. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118561. */
  118562. detailSampleDist: number;
  118563. /**
  118564. * The maximum distance the detail mesh surface should deviate from heightfield
  118565. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118566. */
  118567. detailSampleMaxError: number;
  118568. }
  118569. }
  118570. declare module BABYLON {
  118571. /**
  118572. * RecastJS navigation plugin
  118573. */
  118574. export class RecastJSPlugin implements INavigationEnginePlugin {
  118575. /**
  118576. * Reference to the Recast library
  118577. */
  118578. bjsRECAST: any;
  118579. /**
  118580. * plugin name
  118581. */
  118582. name: string;
  118583. /**
  118584. * the first navmesh created. We might extend this to support multiple navmeshes
  118585. */
  118586. navMesh: any;
  118587. /**
  118588. * Initializes the recastJS plugin
  118589. * @param recastInjection can be used to inject your own recast reference
  118590. */
  118591. constructor(recastInjection?: any);
  118592. /**
  118593. * Creates a navigation mesh
  118594. * @param meshes array of all the geometry used to compute the navigatio mesh
  118595. * @param parameters bunch of parameters used to filter geometry
  118596. */
  118597. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118598. /**
  118599. * Create a navigation mesh debug mesh
  118600. * @param scene is where the mesh will be added
  118601. * @returns debug display mesh
  118602. */
  118603. createDebugNavMesh(scene: Scene): Mesh;
  118604. /**
  118605. * Get a navigation mesh constrained position, closest to the parameter position
  118606. * @param position world position
  118607. * @returns the closest point to position constrained by the navigation mesh
  118608. */
  118609. getClosestPoint(position: Vector3): Vector3;
  118610. /**
  118611. * Get a navigation mesh constrained position, within a particular radius
  118612. * @param position world position
  118613. * @param maxRadius the maximum distance to the constrained world position
  118614. * @returns the closest point to position constrained by the navigation mesh
  118615. */
  118616. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118617. /**
  118618. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118619. * @param start world position
  118620. * @param end world position
  118621. * @returns array containing world position composing the path
  118622. */
  118623. computePath(start: Vector3, end: Vector3): Vector3[];
  118624. /**
  118625. * Create a new Crowd so you can add agents
  118626. * @param maxAgents the maximum agent count in the crowd
  118627. * @param maxAgentRadius the maximum radius an agent can have
  118628. * @param scene to attach the crowd to
  118629. * @returns the crowd you can add agents to
  118630. */
  118631. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118632. /**
  118633. * Disposes
  118634. */
  118635. dispose(): void;
  118636. /**
  118637. * If this plugin is supported
  118638. * @returns true if plugin is supported
  118639. */
  118640. isSupported(): boolean;
  118641. }
  118642. /**
  118643. * Recast detour crowd implementation
  118644. */
  118645. export class RecastJSCrowd implements ICrowd {
  118646. /**
  118647. * Recast/detour plugin
  118648. */
  118649. bjsRECASTPlugin: RecastJSPlugin;
  118650. /**
  118651. * Link to the detour crowd
  118652. */
  118653. recastCrowd: any;
  118654. /**
  118655. * One transform per agent
  118656. */
  118657. transforms: TransformNode[];
  118658. /**
  118659. * All agents created
  118660. */
  118661. agents: number[];
  118662. /**
  118663. * Link to the scene is kept to unregister the crowd from the scene
  118664. */
  118665. private _scene;
  118666. /**
  118667. * Observer for crowd updates
  118668. */
  118669. private _onBeforeAnimationsObserver;
  118670. /**
  118671. * Constructor
  118672. * @param plugin recastJS plugin
  118673. * @param maxAgents the maximum agent count in the crowd
  118674. * @param maxAgentRadius the maximum radius an agent can have
  118675. * @param scene to attach the crowd to
  118676. * @returns the crowd you can add agents to
  118677. */
  118678. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  118679. /**
  118680. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118681. * You can attach anything to that node. The node position is updated in the scene update tick.
  118682. * @param pos world position that will be constrained by the navigation mesh
  118683. * @param parameters agent parameters
  118684. * @param transform hooked to the agent that will be update by the scene
  118685. * @returns agent index
  118686. */
  118687. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118688. /**
  118689. * Returns the agent position in world space
  118690. * @param index agent index returned by addAgent
  118691. * @returns world space position
  118692. */
  118693. getAgentPosition(index: number): Vector3;
  118694. /**
  118695. * Returns the agent velocity in world space
  118696. * @param index agent index returned by addAgent
  118697. * @returns world space velocity
  118698. */
  118699. getAgentVelocity(index: number): Vector3;
  118700. /**
  118701. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118702. * @param index agent index returned by addAgent
  118703. * @param destination targeted world position
  118704. */
  118705. agentGoto(index: number, destination: Vector3): void;
  118706. /**
  118707. * remove a particular agent previously created
  118708. * @param index agent index returned by addAgent
  118709. */
  118710. removeAgent(index: number): void;
  118711. /**
  118712. * get the list of all agents attached to this crowd
  118713. * @returns list of agent indices
  118714. */
  118715. getAgents(): number[];
  118716. /**
  118717. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118718. * @param deltaTime in seconds
  118719. */
  118720. update(deltaTime: number): void;
  118721. /**
  118722. * Release all resources
  118723. */
  118724. dispose(): void;
  118725. }
  118726. }
  118727. declare module BABYLON {
  118728. /**
  118729. * Class used to enable access to IndexedDB
  118730. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  118731. */
  118732. export class Database implements IOfflineProvider {
  118733. private _callbackManifestChecked;
  118734. private _currentSceneUrl;
  118735. private _db;
  118736. private _enableSceneOffline;
  118737. private _enableTexturesOffline;
  118738. private _manifestVersionFound;
  118739. private _mustUpdateRessources;
  118740. private _hasReachedQuota;
  118741. private _isSupported;
  118742. private _idbFactory;
  118743. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  118744. private static IsUASupportingBlobStorage;
  118745. /**
  118746. * Gets a boolean indicating if Database storate is enabled (off by default)
  118747. */
  118748. static IDBStorageEnabled: boolean;
  118749. /**
  118750. * Gets a boolean indicating if scene must be saved in the database
  118751. */
  118752. readonly enableSceneOffline: boolean;
  118753. /**
  118754. * Gets a boolean indicating if textures must be saved in the database
  118755. */
  118756. readonly enableTexturesOffline: boolean;
  118757. /**
  118758. * Creates a new Database
  118759. * @param urlToScene defines the url to load the scene
  118760. * @param callbackManifestChecked defines the callback to use when manifest is checked
  118761. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  118762. */
  118763. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  118764. private static _ParseURL;
  118765. private static _ReturnFullUrlLocation;
  118766. private _checkManifestFile;
  118767. /**
  118768. * Open the database and make it available
  118769. * @param successCallback defines the callback to call on success
  118770. * @param errorCallback defines the callback to call on error
  118771. */
  118772. open(successCallback: () => void, errorCallback: () => void): void;
  118773. /**
  118774. * Loads an image from the database
  118775. * @param url defines the url to load from
  118776. * @param image defines the target DOM image
  118777. */
  118778. loadImage(url: string, image: HTMLImageElement): void;
  118779. private _loadImageFromDBAsync;
  118780. private _saveImageIntoDBAsync;
  118781. private _checkVersionFromDB;
  118782. private _loadVersionFromDBAsync;
  118783. private _saveVersionIntoDBAsync;
  118784. /**
  118785. * Loads a file from database
  118786. * @param url defines the URL to load from
  118787. * @param sceneLoaded defines a callback to call on success
  118788. * @param progressCallBack defines a callback to call when progress changed
  118789. * @param errorCallback defines a callback to call on error
  118790. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  118791. */
  118792. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  118793. private _loadFileAsync;
  118794. private _saveFileAsync;
  118795. /**
  118796. * Validates if xhr data is correct
  118797. * @param xhr defines the request to validate
  118798. * @param dataType defines the expected data type
  118799. * @returns true if data is correct
  118800. */
  118801. private static _ValidateXHRData;
  118802. }
  118803. }
  118804. declare module BABYLON {
  118805. /** @hidden */
  118806. export var gpuUpdateParticlesPixelShader: {
  118807. name: string;
  118808. shader: string;
  118809. };
  118810. }
  118811. declare module BABYLON {
  118812. /** @hidden */
  118813. export var gpuUpdateParticlesVertexShader: {
  118814. name: string;
  118815. shader: string;
  118816. };
  118817. }
  118818. declare module BABYLON {
  118819. /** @hidden */
  118820. export var clipPlaneFragmentDeclaration2: {
  118821. name: string;
  118822. shader: string;
  118823. };
  118824. }
  118825. declare module BABYLON {
  118826. /** @hidden */
  118827. export var gpuRenderParticlesPixelShader: {
  118828. name: string;
  118829. shader: string;
  118830. };
  118831. }
  118832. declare module BABYLON {
  118833. /** @hidden */
  118834. export var clipPlaneVertexDeclaration2: {
  118835. name: string;
  118836. shader: string;
  118837. };
  118838. }
  118839. declare module BABYLON {
  118840. /** @hidden */
  118841. export var gpuRenderParticlesVertexShader: {
  118842. name: string;
  118843. shader: string;
  118844. };
  118845. }
  118846. declare module BABYLON {
  118847. /**
  118848. * This represents a GPU particle system in Babylon
  118849. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  118850. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  118851. */
  118852. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  118853. /**
  118854. * The layer mask we are rendering the particles through.
  118855. */
  118856. layerMask: number;
  118857. private _capacity;
  118858. private _activeCount;
  118859. private _currentActiveCount;
  118860. private _accumulatedCount;
  118861. private _renderEffect;
  118862. private _updateEffect;
  118863. private _buffer0;
  118864. private _buffer1;
  118865. private _spriteBuffer;
  118866. private _updateVAO;
  118867. private _renderVAO;
  118868. private _targetIndex;
  118869. private _sourceBuffer;
  118870. private _targetBuffer;
  118871. private _engine;
  118872. private _currentRenderId;
  118873. private _started;
  118874. private _stopped;
  118875. private _timeDelta;
  118876. private _randomTexture;
  118877. private _randomTexture2;
  118878. private _attributesStrideSize;
  118879. private _updateEffectOptions;
  118880. private _randomTextureSize;
  118881. private _actualFrame;
  118882. private readonly _rawTextureWidth;
  118883. /**
  118884. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  118885. */
  118886. static readonly IsSupported: boolean;
  118887. /**
  118888. * An event triggered when the system is disposed.
  118889. */
  118890. onDisposeObservable: Observable<GPUParticleSystem>;
  118891. /**
  118892. * Gets the maximum number of particles active at the same time.
  118893. * @returns The max number of active particles.
  118894. */
  118895. getCapacity(): number;
  118896. /**
  118897. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  118898. * to override the particles.
  118899. */
  118900. forceDepthWrite: boolean;
  118901. /**
  118902. * Gets or set the number of active particles
  118903. */
  118904. activeParticleCount: number;
  118905. private _preWarmDone;
  118906. /**
  118907. * Is this system ready to be used/rendered
  118908. * @return true if the system is ready
  118909. */
  118910. isReady(): boolean;
  118911. /**
  118912. * Gets if the system has been started. (Note: this will still be true after stop is called)
  118913. * @returns True if it has been started, otherwise false.
  118914. */
  118915. isStarted(): boolean;
  118916. /**
  118917. * Starts the particle system and begins to emit
  118918. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  118919. */
  118920. start(delay?: number): void;
  118921. /**
  118922. * Stops the particle system.
  118923. */
  118924. stop(): void;
  118925. /**
  118926. * Remove all active particles
  118927. */
  118928. reset(): void;
  118929. /**
  118930. * Returns the string "GPUParticleSystem"
  118931. * @returns a string containing the class name
  118932. */
  118933. getClassName(): string;
  118934. private _colorGradientsTexture;
  118935. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  118936. /**
  118937. * Adds a new color gradient
  118938. * @param gradient defines the gradient to use (between 0 and 1)
  118939. * @param color1 defines the color to affect to the specified gradient
  118940. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  118941. * @returns the current particle system
  118942. */
  118943. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  118944. /**
  118945. * Remove a specific color gradient
  118946. * @param gradient defines the gradient to remove
  118947. * @returns the current particle system
  118948. */
  118949. removeColorGradient(gradient: number): GPUParticleSystem;
  118950. private _angularSpeedGradientsTexture;
  118951. private _sizeGradientsTexture;
  118952. private _velocityGradientsTexture;
  118953. private _limitVelocityGradientsTexture;
  118954. private _dragGradientsTexture;
  118955. private _addFactorGradient;
  118956. /**
  118957. * Adds a new size gradient
  118958. * @param gradient defines the gradient to use (between 0 and 1)
  118959. * @param factor defines the size factor to affect to the specified gradient
  118960. * @returns the current particle system
  118961. */
  118962. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  118963. /**
  118964. * Remove a specific size gradient
  118965. * @param gradient defines the gradient to remove
  118966. * @returns the current particle system
  118967. */
  118968. removeSizeGradient(gradient: number): GPUParticleSystem;
  118969. /**
  118970. * Adds a new angular speed gradient
  118971. * @param gradient defines the gradient to use (between 0 and 1)
  118972. * @param factor defines the angular speed to affect to the specified gradient
  118973. * @returns the current particle system
  118974. */
  118975. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  118976. /**
  118977. * Remove a specific angular speed gradient
  118978. * @param gradient defines the gradient to remove
  118979. * @returns the current particle system
  118980. */
  118981. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  118982. /**
  118983. * Adds a new velocity gradient
  118984. * @param gradient defines the gradient to use (between 0 and 1)
  118985. * @param factor defines the velocity to affect to the specified gradient
  118986. * @returns the current particle system
  118987. */
  118988. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118989. /**
  118990. * Remove a specific velocity gradient
  118991. * @param gradient defines the gradient to remove
  118992. * @returns the current particle system
  118993. */
  118994. removeVelocityGradient(gradient: number): GPUParticleSystem;
  118995. /**
  118996. * Adds a new limit velocity gradient
  118997. * @param gradient defines the gradient to use (between 0 and 1)
  118998. * @param factor defines the limit velocity value to affect to the specified gradient
  118999. * @returns the current particle system
  119000. */
  119001. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119002. /**
  119003. * Remove a specific limit velocity gradient
  119004. * @param gradient defines the gradient to remove
  119005. * @returns the current particle system
  119006. */
  119007. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  119008. /**
  119009. * Adds a new drag gradient
  119010. * @param gradient defines the gradient to use (between 0 and 1)
  119011. * @param factor defines the drag value to affect to the specified gradient
  119012. * @returns the current particle system
  119013. */
  119014. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  119015. /**
  119016. * Remove a specific drag gradient
  119017. * @param gradient defines the gradient to remove
  119018. * @returns the current particle system
  119019. */
  119020. removeDragGradient(gradient: number): GPUParticleSystem;
  119021. /**
  119022. * Not supported by GPUParticleSystem
  119023. * @param gradient defines the gradient to use (between 0 and 1)
  119024. * @param factor defines the emit rate value to affect to the specified gradient
  119025. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119026. * @returns the current particle system
  119027. */
  119028. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119029. /**
  119030. * Not supported by GPUParticleSystem
  119031. * @param gradient defines the gradient to remove
  119032. * @returns the current particle system
  119033. */
  119034. removeEmitRateGradient(gradient: number): IParticleSystem;
  119035. /**
  119036. * Not supported by GPUParticleSystem
  119037. * @param gradient defines the gradient to use (between 0 and 1)
  119038. * @param factor defines the start size value to affect to the specified gradient
  119039. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119040. * @returns the current particle system
  119041. */
  119042. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119043. /**
  119044. * Not supported by GPUParticleSystem
  119045. * @param gradient defines the gradient to remove
  119046. * @returns the current particle system
  119047. */
  119048. removeStartSizeGradient(gradient: number): IParticleSystem;
  119049. /**
  119050. * Not supported by GPUParticleSystem
  119051. * @param gradient defines the gradient to use (between 0 and 1)
  119052. * @param min defines the color remap minimal range
  119053. * @param max defines the color remap maximal range
  119054. * @returns the current particle system
  119055. */
  119056. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119057. /**
  119058. * Not supported by GPUParticleSystem
  119059. * @param gradient defines the gradient to remove
  119060. * @returns the current particle system
  119061. */
  119062. removeColorRemapGradient(): IParticleSystem;
  119063. /**
  119064. * Not supported by GPUParticleSystem
  119065. * @param gradient defines the gradient to use (between 0 and 1)
  119066. * @param min defines the alpha remap minimal range
  119067. * @param max defines the alpha remap maximal range
  119068. * @returns the current particle system
  119069. */
  119070. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119071. /**
  119072. * Not supported by GPUParticleSystem
  119073. * @param gradient defines the gradient to remove
  119074. * @returns the current particle system
  119075. */
  119076. removeAlphaRemapGradient(): IParticleSystem;
  119077. /**
  119078. * Not supported by GPUParticleSystem
  119079. * @param gradient defines the gradient to use (between 0 and 1)
  119080. * @param color defines the color to affect to the specified gradient
  119081. * @returns the current particle system
  119082. */
  119083. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  119084. /**
  119085. * Not supported by GPUParticleSystem
  119086. * @param gradient defines the gradient to remove
  119087. * @returns the current particle system
  119088. */
  119089. removeRampGradient(): IParticleSystem;
  119090. /**
  119091. * Not supported by GPUParticleSystem
  119092. * @returns the list of ramp gradients
  119093. */
  119094. getRampGradients(): Nullable<Array<Color3Gradient>>;
  119095. /**
  119096. * Not supported by GPUParticleSystem
  119097. * Gets or sets a boolean indicating that ramp gradients must be used
  119098. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  119099. */
  119100. useRampGradients: boolean;
  119101. /**
  119102. * Not supported by GPUParticleSystem
  119103. * @param gradient defines the gradient to use (between 0 and 1)
  119104. * @param factor defines the life time factor to affect to the specified gradient
  119105. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119106. * @returns the current particle system
  119107. */
  119108. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119109. /**
  119110. * Not supported by GPUParticleSystem
  119111. * @param gradient defines the gradient to remove
  119112. * @returns the current particle system
  119113. */
  119114. removeLifeTimeGradient(gradient: number): IParticleSystem;
  119115. /**
  119116. * Instantiates a GPU particle system.
  119117. * 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.
  119118. * @param name The name of the particle system
  119119. * @param options The options used to create the system
  119120. * @param scene The scene the particle system belongs to
  119121. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  119122. */
  119123. constructor(name: string, options: Partial<{
  119124. capacity: number;
  119125. randomTextureSize: number;
  119126. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  119127. protected _reset(): void;
  119128. private _createUpdateVAO;
  119129. private _createRenderVAO;
  119130. private _initialize;
  119131. /** @hidden */
  119132. _recreateUpdateEffect(): void;
  119133. /** @hidden */
  119134. _recreateRenderEffect(): void;
  119135. /**
  119136. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  119137. * @param preWarm defines if we are in the pre-warmimg phase
  119138. */
  119139. animate(preWarm?: boolean): void;
  119140. private _createFactorGradientTexture;
  119141. private _createSizeGradientTexture;
  119142. private _createAngularSpeedGradientTexture;
  119143. private _createVelocityGradientTexture;
  119144. private _createLimitVelocityGradientTexture;
  119145. private _createDragGradientTexture;
  119146. private _createColorGradientTexture;
  119147. /**
  119148. * Renders the particle system in its current state
  119149. * @param preWarm defines if the system should only update the particles but not render them
  119150. * @returns the current number of particles
  119151. */
  119152. render(preWarm?: boolean): number;
  119153. /**
  119154. * Rebuilds the particle system
  119155. */
  119156. rebuild(): void;
  119157. private _releaseBuffers;
  119158. private _releaseVAOs;
  119159. /**
  119160. * Disposes the particle system and free the associated resources
  119161. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  119162. */
  119163. dispose(disposeTexture?: boolean): void;
  119164. /**
  119165. * Clones the particle system.
  119166. * @param name The name of the cloned object
  119167. * @param newEmitter The new emitter to use
  119168. * @returns the cloned particle system
  119169. */
  119170. clone(name: string, newEmitter: any): GPUParticleSystem;
  119171. /**
  119172. * Serializes the particle system to a JSON object.
  119173. * @returns the JSON object
  119174. */
  119175. serialize(): any;
  119176. /**
  119177. * Parses a JSON object to create a GPU particle system.
  119178. * @param parsedParticleSystem The JSON object to parse
  119179. * @param scene The scene to create the particle system in
  119180. * @param rootUrl The root url to use to load external dependencies like texture
  119181. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119182. * @returns the parsed GPU particle system
  119183. */
  119184. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119185. }
  119186. }
  119187. declare module BABYLON {
  119188. /**
  119189. * Represents a set of particle systems working together to create a specific effect
  119190. */
  119191. export class ParticleSystemSet implements IDisposable {
  119192. private _emitterCreationOptions;
  119193. private _emitterNode;
  119194. /**
  119195. * Gets the particle system list
  119196. */
  119197. systems: IParticleSystem[];
  119198. /**
  119199. * Gets the emitter node used with this set
  119200. */
  119201. readonly emitterNode: Nullable<TransformNode>;
  119202. /**
  119203. * Creates a new emitter mesh as a sphere
  119204. * @param options defines the options used to create the sphere
  119205. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119206. * @param scene defines the hosting scene
  119207. */
  119208. setEmitterAsSphere(options: {
  119209. diameter: number;
  119210. segments: number;
  119211. color: Color3;
  119212. }, renderingGroupId: number, scene: Scene): void;
  119213. /**
  119214. * Starts all particle systems of the set
  119215. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119216. */
  119217. start(emitter?: AbstractMesh): void;
  119218. /**
  119219. * Release all associated resources
  119220. */
  119221. dispose(): void;
  119222. /**
  119223. * Serialize the set into a JSON compatible object
  119224. * @returns a JSON compatible representation of the set
  119225. */
  119226. serialize(): any;
  119227. /**
  119228. * Parse a new ParticleSystemSet from a serialized source
  119229. * @param data defines a JSON compatible representation of the set
  119230. * @param scene defines the hosting scene
  119231. * @param gpu defines if we want GPU particles or CPU particles
  119232. * @returns a new ParticleSystemSet
  119233. */
  119234. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119235. }
  119236. }
  119237. declare module BABYLON {
  119238. /**
  119239. * This class is made for on one-liner static method to help creating particle system set.
  119240. */
  119241. export class ParticleHelper {
  119242. /**
  119243. * Gets or sets base Assets URL
  119244. */
  119245. static BaseAssetsUrl: string;
  119246. /**
  119247. * Create a default particle system that you can tweak
  119248. * @param emitter defines the emitter to use
  119249. * @param capacity defines the system capacity (default is 500 particles)
  119250. * @param scene defines the hosting scene
  119251. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119252. * @returns the new Particle system
  119253. */
  119254. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119255. /**
  119256. * This is the main static method (one-liner) of this helper to create different particle systems
  119257. * @param type This string represents the type to the particle system to create
  119258. * @param scene The scene where the particle system should live
  119259. * @param gpu If the system will use gpu
  119260. * @returns the ParticleSystemSet created
  119261. */
  119262. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119263. /**
  119264. * Static function used to export a particle system to a ParticleSystemSet variable.
  119265. * Please note that the emitter shape is not exported
  119266. * @param systems defines the particle systems to export
  119267. * @returns the created particle system set
  119268. */
  119269. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119270. }
  119271. }
  119272. declare module BABYLON {
  119273. interface Engine {
  119274. /**
  119275. * Create an effect to use with particle systems.
  119276. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119277. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119278. * @param uniformsNames defines a list of attribute names
  119279. * @param samplers defines an array of string used to represent textures
  119280. * @param defines defines the string containing the defines to use to compile the shaders
  119281. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119282. * @param onCompiled defines a function to call when the effect creation is successful
  119283. * @param onError defines a function to call when the effect creation has failed
  119284. * @returns the new Effect
  119285. */
  119286. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119287. }
  119288. interface Mesh {
  119289. /**
  119290. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119291. * @returns an array of IParticleSystem
  119292. */
  119293. getEmittedParticleSystems(): IParticleSystem[];
  119294. /**
  119295. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119296. * @returns an array of IParticleSystem
  119297. */
  119298. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119299. }
  119300. /**
  119301. * @hidden
  119302. */
  119303. export var _IDoNeedToBeInTheBuild: number;
  119304. }
  119305. declare module BABYLON {
  119306. interface Scene {
  119307. /** @hidden (Backing field) */
  119308. _physicsEngine: Nullable<IPhysicsEngine>;
  119309. /**
  119310. * Gets the current physics engine
  119311. * @returns a IPhysicsEngine or null if none attached
  119312. */
  119313. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119314. /**
  119315. * Enables physics to the current scene
  119316. * @param gravity defines the scene's gravity for the physics engine
  119317. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119318. * @return a boolean indicating if the physics engine was initialized
  119319. */
  119320. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119321. /**
  119322. * Disables and disposes the physics engine associated with the scene
  119323. */
  119324. disablePhysicsEngine(): void;
  119325. /**
  119326. * Gets a boolean indicating if there is an active physics engine
  119327. * @returns a boolean indicating if there is an active physics engine
  119328. */
  119329. isPhysicsEnabled(): boolean;
  119330. /**
  119331. * Deletes a physics compound impostor
  119332. * @param compound defines the compound to delete
  119333. */
  119334. deleteCompoundImpostor(compound: any): void;
  119335. /**
  119336. * An event triggered when physic simulation is about to be run
  119337. */
  119338. onBeforePhysicsObservable: Observable<Scene>;
  119339. /**
  119340. * An event triggered when physic simulation has been done
  119341. */
  119342. onAfterPhysicsObservable: Observable<Scene>;
  119343. }
  119344. interface AbstractMesh {
  119345. /** @hidden */
  119346. _physicsImpostor: Nullable<PhysicsImpostor>;
  119347. /**
  119348. * Gets or sets impostor used for physic simulation
  119349. * @see http://doc.babylonjs.com/features/physics_engine
  119350. */
  119351. physicsImpostor: Nullable<PhysicsImpostor>;
  119352. /**
  119353. * Gets the current physics impostor
  119354. * @see http://doc.babylonjs.com/features/physics_engine
  119355. * @returns a physics impostor or null
  119356. */
  119357. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119358. /** Apply a physic impulse to the mesh
  119359. * @param force defines the force to apply
  119360. * @param contactPoint defines where to apply the force
  119361. * @returns the current mesh
  119362. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119363. */
  119364. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119365. /**
  119366. * Creates a physic joint between two meshes
  119367. * @param otherMesh defines the other mesh to use
  119368. * @param pivot1 defines the pivot to use on this mesh
  119369. * @param pivot2 defines the pivot to use on the other mesh
  119370. * @param options defines additional options (can be plugin dependent)
  119371. * @returns the current mesh
  119372. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119373. */
  119374. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119375. /** @hidden */
  119376. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119377. }
  119378. /**
  119379. * Defines the physics engine scene component responsible to manage a physics engine
  119380. */
  119381. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119382. /**
  119383. * The component name helpful to identify the component in the list of scene components.
  119384. */
  119385. readonly name: string;
  119386. /**
  119387. * The scene the component belongs to.
  119388. */
  119389. scene: Scene;
  119390. /**
  119391. * Creates a new instance of the component for the given scene
  119392. * @param scene Defines the scene to register the component in
  119393. */
  119394. constructor(scene: Scene);
  119395. /**
  119396. * Registers the component in a given scene
  119397. */
  119398. register(): void;
  119399. /**
  119400. * Rebuilds the elements related to this component in case of
  119401. * context lost for instance.
  119402. */
  119403. rebuild(): void;
  119404. /**
  119405. * Disposes the component and the associated ressources
  119406. */
  119407. dispose(): void;
  119408. }
  119409. }
  119410. declare module BABYLON {
  119411. /**
  119412. * A helper for physics simulations
  119413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119414. */
  119415. export class PhysicsHelper {
  119416. private _scene;
  119417. private _physicsEngine;
  119418. /**
  119419. * Initializes the Physics helper
  119420. * @param scene Babylon.js scene
  119421. */
  119422. constructor(scene: Scene);
  119423. /**
  119424. * Applies a radial explosion impulse
  119425. * @param origin the origin of the explosion
  119426. * @param radiusOrEventOptions the radius or the options of radial explosion
  119427. * @param strength the explosion strength
  119428. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119429. * @returns A physics radial explosion event, or null
  119430. */
  119431. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119432. /**
  119433. * Applies a radial explosion force
  119434. * @param origin the origin of the explosion
  119435. * @param radiusOrEventOptions the radius or the options of radial explosion
  119436. * @param strength the explosion strength
  119437. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119438. * @returns A physics radial explosion event, or null
  119439. */
  119440. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119441. /**
  119442. * Creates a gravitational field
  119443. * @param origin the origin of the explosion
  119444. * @param radiusOrEventOptions the radius or the options of radial explosion
  119445. * @param strength the explosion strength
  119446. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119447. * @returns A physics gravitational field event, or null
  119448. */
  119449. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119450. /**
  119451. * Creates a physics updraft event
  119452. * @param origin the origin of the updraft
  119453. * @param radiusOrEventOptions the radius or the options of the updraft
  119454. * @param strength the strength of the updraft
  119455. * @param height the height of the updraft
  119456. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119457. * @returns A physics updraft event, or null
  119458. */
  119459. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119460. /**
  119461. * Creates a physics vortex event
  119462. * @param origin the of the vortex
  119463. * @param radiusOrEventOptions the radius or the options of the vortex
  119464. * @param strength the strength of the vortex
  119465. * @param height the height of the vortex
  119466. * @returns a Physics vortex event, or null
  119467. * A physics vortex event or null
  119468. */
  119469. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119470. }
  119471. /**
  119472. * Represents a physics radial explosion event
  119473. */
  119474. class PhysicsRadialExplosionEvent {
  119475. private _scene;
  119476. private _options;
  119477. private _sphere;
  119478. private _dataFetched;
  119479. /**
  119480. * Initializes a radial explosioin event
  119481. * @param _scene BabylonJS scene
  119482. * @param _options The options for the vortex event
  119483. */
  119484. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119485. /**
  119486. * Returns the data related to the radial explosion event (sphere).
  119487. * @returns The radial explosion event data
  119488. */
  119489. getData(): PhysicsRadialExplosionEventData;
  119490. /**
  119491. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119492. * @param impostor A physics imposter
  119493. * @param origin the origin of the explosion
  119494. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119495. */
  119496. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119497. /**
  119498. * Triggers affecterd impostors callbacks
  119499. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119500. */
  119501. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119502. /**
  119503. * Disposes the sphere.
  119504. * @param force Specifies if the sphere should be disposed by force
  119505. */
  119506. dispose(force?: boolean): void;
  119507. /*** Helpers ***/
  119508. private _prepareSphere;
  119509. private _intersectsWithSphere;
  119510. }
  119511. /**
  119512. * Represents a gravitational field event
  119513. */
  119514. class PhysicsGravitationalFieldEvent {
  119515. private _physicsHelper;
  119516. private _scene;
  119517. private _origin;
  119518. private _options;
  119519. private _tickCallback;
  119520. private _sphere;
  119521. private _dataFetched;
  119522. /**
  119523. * Initializes the physics gravitational field event
  119524. * @param _physicsHelper A physics helper
  119525. * @param _scene BabylonJS scene
  119526. * @param _origin The origin position of the gravitational field event
  119527. * @param _options The options for the vortex event
  119528. */
  119529. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119530. /**
  119531. * Returns the data related to the gravitational field event (sphere).
  119532. * @returns A gravitational field event
  119533. */
  119534. getData(): PhysicsGravitationalFieldEventData;
  119535. /**
  119536. * Enables the gravitational field.
  119537. */
  119538. enable(): void;
  119539. /**
  119540. * Disables the gravitational field.
  119541. */
  119542. disable(): void;
  119543. /**
  119544. * Disposes the sphere.
  119545. * @param force The force to dispose from the gravitational field event
  119546. */
  119547. dispose(force?: boolean): void;
  119548. private _tick;
  119549. }
  119550. /**
  119551. * Represents a physics updraft event
  119552. */
  119553. class PhysicsUpdraftEvent {
  119554. private _scene;
  119555. private _origin;
  119556. private _options;
  119557. private _physicsEngine;
  119558. private _originTop;
  119559. private _originDirection;
  119560. private _tickCallback;
  119561. private _cylinder;
  119562. private _cylinderPosition;
  119563. private _dataFetched;
  119564. /**
  119565. * Initializes the physics updraft event
  119566. * @param _scene BabylonJS scene
  119567. * @param _origin The origin position of the updraft
  119568. * @param _options The options for the updraft event
  119569. */
  119570. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119571. /**
  119572. * Returns the data related to the updraft event (cylinder).
  119573. * @returns A physics updraft event
  119574. */
  119575. getData(): PhysicsUpdraftEventData;
  119576. /**
  119577. * Enables the updraft.
  119578. */
  119579. enable(): void;
  119580. /**
  119581. * Disables the updraft.
  119582. */
  119583. disable(): void;
  119584. /**
  119585. * Disposes the cylinder.
  119586. * @param force Specifies if the updraft should be disposed by force
  119587. */
  119588. dispose(force?: boolean): void;
  119589. private getImpostorHitData;
  119590. private _tick;
  119591. /*** Helpers ***/
  119592. private _prepareCylinder;
  119593. private _intersectsWithCylinder;
  119594. }
  119595. /**
  119596. * Represents a physics vortex event
  119597. */
  119598. class PhysicsVortexEvent {
  119599. private _scene;
  119600. private _origin;
  119601. private _options;
  119602. private _physicsEngine;
  119603. private _originTop;
  119604. private _tickCallback;
  119605. private _cylinder;
  119606. private _cylinderPosition;
  119607. private _dataFetched;
  119608. /**
  119609. * Initializes the physics vortex event
  119610. * @param _scene The BabylonJS scene
  119611. * @param _origin The origin position of the vortex
  119612. * @param _options The options for the vortex event
  119613. */
  119614. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119615. /**
  119616. * Returns the data related to the vortex event (cylinder).
  119617. * @returns The physics vortex event data
  119618. */
  119619. getData(): PhysicsVortexEventData;
  119620. /**
  119621. * Enables the vortex.
  119622. */
  119623. enable(): void;
  119624. /**
  119625. * Disables the cortex.
  119626. */
  119627. disable(): void;
  119628. /**
  119629. * Disposes the sphere.
  119630. * @param force
  119631. */
  119632. dispose(force?: boolean): void;
  119633. private getImpostorHitData;
  119634. private _tick;
  119635. /*** Helpers ***/
  119636. private _prepareCylinder;
  119637. private _intersectsWithCylinder;
  119638. }
  119639. /**
  119640. * Options fot the radial explosion event
  119641. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119642. */
  119643. export class PhysicsRadialExplosionEventOptions {
  119644. /**
  119645. * The radius of the sphere for the radial explosion.
  119646. */
  119647. radius: number;
  119648. /**
  119649. * The strenth of the explosion.
  119650. */
  119651. strength: number;
  119652. /**
  119653. * The strenght of the force in correspondence to the distance of the affected object
  119654. */
  119655. falloff: PhysicsRadialImpulseFalloff;
  119656. /**
  119657. * Sphere options for the radial explosion.
  119658. */
  119659. sphere: {
  119660. segments: number;
  119661. diameter: number;
  119662. };
  119663. /**
  119664. * Sphere options for the radial explosion.
  119665. */
  119666. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119667. }
  119668. /**
  119669. * Options fot the updraft event
  119670. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119671. */
  119672. export class PhysicsUpdraftEventOptions {
  119673. /**
  119674. * The radius of the cylinder for the vortex
  119675. */
  119676. radius: number;
  119677. /**
  119678. * The strenth of the updraft.
  119679. */
  119680. strength: number;
  119681. /**
  119682. * The height of the cylinder for the updraft.
  119683. */
  119684. height: number;
  119685. /**
  119686. * The mode for the the updraft.
  119687. */
  119688. updraftMode: PhysicsUpdraftMode;
  119689. }
  119690. /**
  119691. * Options fot the vortex event
  119692. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119693. */
  119694. export class PhysicsVortexEventOptions {
  119695. /**
  119696. * The radius of the cylinder for the vortex
  119697. */
  119698. radius: number;
  119699. /**
  119700. * The strenth of the vortex.
  119701. */
  119702. strength: number;
  119703. /**
  119704. * The height of the cylinder for the vortex.
  119705. */
  119706. height: number;
  119707. /**
  119708. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  119709. */
  119710. centripetalForceThreshold: number;
  119711. /**
  119712. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  119713. */
  119714. centripetalForceMultiplier: number;
  119715. /**
  119716. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  119717. */
  119718. centrifugalForceMultiplier: number;
  119719. /**
  119720. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  119721. */
  119722. updraftForceMultiplier: number;
  119723. }
  119724. /**
  119725. * The strenght of the force in correspondence to the distance of the affected object
  119726. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119727. */
  119728. export enum PhysicsRadialImpulseFalloff {
  119729. /** Defines that impulse is constant in strength across it's whole radius */
  119730. Constant = 0,
  119731. /** Defines that impulse gets weaker if it's further from the origin */
  119732. Linear = 1
  119733. }
  119734. /**
  119735. * The strength of the force in correspondence to the distance of the affected object
  119736. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119737. */
  119738. export enum PhysicsUpdraftMode {
  119739. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  119740. Center = 0,
  119741. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  119742. Perpendicular = 1
  119743. }
  119744. /**
  119745. * Interface for a physics hit data
  119746. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119747. */
  119748. export interface PhysicsHitData {
  119749. /**
  119750. * The force applied at the contact point
  119751. */
  119752. force: Vector3;
  119753. /**
  119754. * The contact point
  119755. */
  119756. contactPoint: Vector3;
  119757. /**
  119758. * The distance from the origin to the contact point
  119759. */
  119760. distanceFromOrigin: number;
  119761. }
  119762. /**
  119763. * Interface for radial explosion event data
  119764. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119765. */
  119766. export interface PhysicsRadialExplosionEventData {
  119767. /**
  119768. * A sphere used for the radial explosion event
  119769. */
  119770. sphere: Mesh;
  119771. }
  119772. /**
  119773. * Interface for gravitational field event data
  119774. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119775. */
  119776. export interface PhysicsGravitationalFieldEventData {
  119777. /**
  119778. * A sphere mesh used for the gravitational field event
  119779. */
  119780. sphere: Mesh;
  119781. }
  119782. /**
  119783. * Interface for updraft event data
  119784. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119785. */
  119786. export interface PhysicsUpdraftEventData {
  119787. /**
  119788. * A cylinder used for the updraft event
  119789. */
  119790. cylinder: Mesh;
  119791. }
  119792. /**
  119793. * Interface for vortex event data
  119794. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119795. */
  119796. export interface PhysicsVortexEventData {
  119797. /**
  119798. * A cylinder used for the vortex event
  119799. */
  119800. cylinder: Mesh;
  119801. }
  119802. /**
  119803. * Interface for an affected physics impostor
  119804. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119805. */
  119806. export interface PhysicsAffectedImpostorWithData {
  119807. /**
  119808. * The impostor affected by the effect
  119809. */
  119810. impostor: PhysicsImpostor;
  119811. /**
  119812. * The data about the hit/horce from the explosion
  119813. */
  119814. hitData: PhysicsHitData;
  119815. }
  119816. }
  119817. declare module BABYLON {
  119818. /** @hidden */
  119819. export var blackAndWhitePixelShader: {
  119820. name: string;
  119821. shader: string;
  119822. };
  119823. }
  119824. declare module BABYLON {
  119825. /**
  119826. * Post process used to render in black and white
  119827. */
  119828. export class BlackAndWhitePostProcess extends PostProcess {
  119829. /**
  119830. * Linear about to convert he result to black and white (default: 1)
  119831. */
  119832. degree: number;
  119833. /**
  119834. * Creates a black and white post process
  119835. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  119836. * @param name The name of the effect.
  119837. * @param options The required width/height ratio to downsize to before computing the render pass.
  119838. * @param camera The camera to apply the render pass to.
  119839. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119840. * @param engine The engine which the post process will be applied. (default: current engine)
  119841. * @param reusable If the post process can be reused on the same frame. (default: false)
  119842. */
  119843. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119844. }
  119845. }
  119846. declare module BABYLON {
  119847. /**
  119848. * This represents a set of one or more post processes in Babylon.
  119849. * A post process can be used to apply a shader to a texture after it is rendered.
  119850. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119851. */
  119852. export class PostProcessRenderEffect {
  119853. private _postProcesses;
  119854. private _getPostProcesses;
  119855. private _singleInstance;
  119856. private _cameras;
  119857. private _indicesForCamera;
  119858. /**
  119859. * Name of the effect
  119860. * @hidden
  119861. */
  119862. _name: string;
  119863. /**
  119864. * Instantiates a post process render effect.
  119865. * A post process can be used to apply a shader to a texture after it is rendered.
  119866. * @param engine The engine the effect is tied to
  119867. * @param name The name of the effect
  119868. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  119869. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  119870. */
  119871. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  119872. /**
  119873. * Checks if all the post processes in the effect are supported.
  119874. */
  119875. readonly isSupported: boolean;
  119876. /**
  119877. * Updates the current state of the effect
  119878. * @hidden
  119879. */
  119880. _update(): void;
  119881. /**
  119882. * Attaches the effect on cameras
  119883. * @param cameras The camera to attach to.
  119884. * @hidden
  119885. */
  119886. _attachCameras(cameras: Camera): void;
  119887. /**
  119888. * Attaches the effect on cameras
  119889. * @param cameras The camera to attach to.
  119890. * @hidden
  119891. */
  119892. _attachCameras(cameras: Camera[]): void;
  119893. /**
  119894. * Detaches the effect on cameras
  119895. * @param cameras The camera to detatch from.
  119896. * @hidden
  119897. */
  119898. _detachCameras(cameras: Camera): void;
  119899. /**
  119900. * Detatches the effect on cameras
  119901. * @param cameras The camera to detatch from.
  119902. * @hidden
  119903. */
  119904. _detachCameras(cameras: Camera[]): void;
  119905. /**
  119906. * Enables the effect on given cameras
  119907. * @param cameras The camera to enable.
  119908. * @hidden
  119909. */
  119910. _enable(cameras: Camera): void;
  119911. /**
  119912. * Enables the effect on given cameras
  119913. * @param cameras The camera to enable.
  119914. * @hidden
  119915. */
  119916. _enable(cameras: Nullable<Camera[]>): void;
  119917. /**
  119918. * Disables the effect on the given cameras
  119919. * @param cameras The camera to disable.
  119920. * @hidden
  119921. */
  119922. _disable(cameras: Camera): void;
  119923. /**
  119924. * Disables the effect on the given cameras
  119925. * @param cameras The camera to disable.
  119926. * @hidden
  119927. */
  119928. _disable(cameras: Nullable<Camera[]>): void;
  119929. /**
  119930. * Gets a list of the post processes contained in the effect.
  119931. * @param camera The camera to get the post processes on.
  119932. * @returns The list of the post processes in the effect.
  119933. */
  119934. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  119935. }
  119936. }
  119937. declare module BABYLON {
  119938. /** @hidden */
  119939. export var extractHighlightsPixelShader: {
  119940. name: string;
  119941. shader: string;
  119942. };
  119943. }
  119944. declare module BABYLON {
  119945. /**
  119946. * 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.
  119947. */
  119948. export class ExtractHighlightsPostProcess extends PostProcess {
  119949. /**
  119950. * The luminance threshold, pixels below this value will be set to black.
  119951. */
  119952. threshold: number;
  119953. /** @hidden */
  119954. _exposure: number;
  119955. /**
  119956. * Post process which has the input texture to be used when performing highlight extraction
  119957. * @hidden
  119958. */
  119959. _inputPostProcess: Nullable<PostProcess>;
  119960. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119961. }
  119962. }
  119963. declare module BABYLON {
  119964. /** @hidden */
  119965. export var bloomMergePixelShader: {
  119966. name: string;
  119967. shader: string;
  119968. };
  119969. }
  119970. declare module BABYLON {
  119971. /**
  119972. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  119973. */
  119974. export class BloomMergePostProcess extends PostProcess {
  119975. /** Weight of the bloom to be added to the original input. */
  119976. weight: number;
  119977. /**
  119978. * Creates a new instance of @see BloomMergePostProcess
  119979. * @param name The name of the effect.
  119980. * @param originalFromInput Post process which's input will be used for the merge.
  119981. * @param blurred Blurred highlights post process which's output will be used.
  119982. * @param weight Weight of the bloom to be added to the original input.
  119983. * @param options The required width/height ratio to downsize to before computing the render pass.
  119984. * @param camera The camera to apply the render pass to.
  119985. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119986. * @param engine The engine which the post process will be applied. (default: current engine)
  119987. * @param reusable If the post process can be reused on the same frame. (default: false)
  119988. * @param textureType Type of textures used when performing the post process. (default: 0)
  119989. * @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)
  119990. */
  119991. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  119992. /** Weight of the bloom to be added to the original input. */
  119993. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119994. }
  119995. }
  119996. declare module BABYLON {
  119997. /**
  119998. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  119999. */
  120000. export class BloomEffect extends PostProcessRenderEffect {
  120001. private bloomScale;
  120002. /**
  120003. * @hidden Internal
  120004. */
  120005. _effects: Array<PostProcess>;
  120006. /**
  120007. * @hidden Internal
  120008. */
  120009. _downscale: ExtractHighlightsPostProcess;
  120010. private _blurX;
  120011. private _blurY;
  120012. private _merge;
  120013. /**
  120014. * The luminance threshold to find bright areas of the image to bloom.
  120015. */
  120016. threshold: number;
  120017. /**
  120018. * The strength of the bloom.
  120019. */
  120020. weight: number;
  120021. /**
  120022. * Specifies the size of the bloom blur kernel, relative to the final output size
  120023. */
  120024. kernel: number;
  120025. /**
  120026. * Creates a new instance of @see BloomEffect
  120027. * @param scene The scene the effect belongs to.
  120028. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  120029. * @param bloomKernel The size of the kernel to be used when applying the blur.
  120030. * @param bloomWeight The the strength of bloom.
  120031. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120032. * @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)
  120033. */
  120034. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  120035. /**
  120036. * Disposes each of the internal effects for a given camera.
  120037. * @param camera The camera to dispose the effect on.
  120038. */
  120039. disposeEffects(camera: Camera): void;
  120040. /**
  120041. * @hidden Internal
  120042. */
  120043. _updateEffects(): void;
  120044. /**
  120045. * Internal
  120046. * @returns if all the contained post processes are ready.
  120047. * @hidden
  120048. */
  120049. _isReady(): boolean;
  120050. }
  120051. }
  120052. declare module BABYLON {
  120053. /** @hidden */
  120054. export var chromaticAberrationPixelShader: {
  120055. name: string;
  120056. shader: string;
  120057. };
  120058. }
  120059. declare module BABYLON {
  120060. /**
  120061. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  120062. */
  120063. export class ChromaticAberrationPostProcess extends PostProcess {
  120064. /**
  120065. * The amount of seperation of rgb channels (default: 30)
  120066. */
  120067. aberrationAmount: number;
  120068. /**
  120069. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  120070. */
  120071. radialIntensity: number;
  120072. /**
  120073. * 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))
  120074. */
  120075. direction: Vector2;
  120076. /**
  120077. * 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))
  120078. */
  120079. centerPosition: Vector2;
  120080. /**
  120081. * Creates a new instance ChromaticAberrationPostProcess
  120082. * @param name The name of the effect.
  120083. * @param screenWidth The width of the screen to apply the effect on.
  120084. * @param screenHeight The height of the screen to apply the effect on.
  120085. * @param options The required width/height ratio to downsize to before computing the render pass.
  120086. * @param camera The camera to apply the render pass to.
  120087. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120088. * @param engine The engine which the post process will be applied. (default: current engine)
  120089. * @param reusable If the post process can be reused on the same frame. (default: false)
  120090. * @param textureType Type of textures used when performing the post process. (default: 0)
  120091. * @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)
  120092. */
  120093. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120094. }
  120095. }
  120096. declare module BABYLON {
  120097. /** @hidden */
  120098. export var circleOfConfusionPixelShader: {
  120099. name: string;
  120100. shader: string;
  120101. };
  120102. }
  120103. declare module BABYLON {
  120104. /**
  120105. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  120106. */
  120107. export class CircleOfConfusionPostProcess extends PostProcess {
  120108. /**
  120109. * 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.
  120110. */
  120111. lensSize: number;
  120112. /**
  120113. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120114. */
  120115. fStop: number;
  120116. /**
  120117. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120118. */
  120119. focusDistance: number;
  120120. /**
  120121. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  120122. */
  120123. focalLength: number;
  120124. private _depthTexture;
  120125. /**
  120126. * Creates a new instance CircleOfConfusionPostProcess
  120127. * @param name The name of the effect.
  120128. * @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.
  120129. * @param options The required width/height ratio to downsize to before computing the render pass.
  120130. * @param camera The camera to apply the render pass to.
  120131. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120132. * @param engine The engine which the post process will be applied. (default: current engine)
  120133. * @param reusable If the post process can be reused on the same frame. (default: false)
  120134. * @param textureType Type of textures used when performing the post process. (default: 0)
  120135. * @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)
  120136. */
  120137. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120138. /**
  120139. * 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.
  120140. */
  120141. depthTexture: RenderTargetTexture;
  120142. }
  120143. }
  120144. declare module BABYLON {
  120145. /** @hidden */
  120146. export var colorCorrectionPixelShader: {
  120147. name: string;
  120148. shader: string;
  120149. };
  120150. }
  120151. declare module BABYLON {
  120152. /**
  120153. *
  120154. * This post-process allows the modification of rendered colors by using
  120155. * a 'look-up table' (LUT). This effect is also called Color Grading.
  120156. *
  120157. * The object needs to be provided an url to a texture containing the color
  120158. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  120159. * Use an image editing software to tweak the LUT to match your needs.
  120160. *
  120161. * For an example of a color LUT, see here:
  120162. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  120163. * For explanations on color grading, see here:
  120164. * @see http://udn.epicgames.com/Three/ColorGrading.html
  120165. *
  120166. */
  120167. export class ColorCorrectionPostProcess extends PostProcess {
  120168. private _colorTableTexture;
  120169. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120170. }
  120171. }
  120172. declare module BABYLON {
  120173. /** @hidden */
  120174. export var convolutionPixelShader: {
  120175. name: string;
  120176. shader: string;
  120177. };
  120178. }
  120179. declare module BABYLON {
  120180. /**
  120181. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120182. * input texture to perform effects such as edge detection or sharpening
  120183. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120184. */
  120185. export class ConvolutionPostProcess extends PostProcess {
  120186. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120187. kernel: number[];
  120188. /**
  120189. * Creates a new instance ConvolutionPostProcess
  120190. * @param name The name of the effect.
  120191. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120192. * @param options The required width/height ratio to downsize to before computing the render pass.
  120193. * @param camera The camera to apply the render pass to.
  120194. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120195. * @param engine The engine which the post process will be applied. (default: current engine)
  120196. * @param reusable If the post process can be reused on the same frame. (default: false)
  120197. * @param textureType Type of textures used when performing the post process. (default: 0)
  120198. */
  120199. constructor(name: string,
  120200. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120201. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120202. /**
  120203. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120204. */
  120205. static EdgeDetect0Kernel: number[];
  120206. /**
  120207. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120208. */
  120209. static EdgeDetect1Kernel: number[];
  120210. /**
  120211. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120212. */
  120213. static EdgeDetect2Kernel: number[];
  120214. /**
  120215. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120216. */
  120217. static SharpenKernel: number[];
  120218. /**
  120219. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120220. */
  120221. static EmbossKernel: number[];
  120222. /**
  120223. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120224. */
  120225. static GaussianKernel: number[];
  120226. }
  120227. }
  120228. declare module BABYLON {
  120229. /**
  120230. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120231. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120232. * based on samples that have a large difference in distance than the center pixel.
  120233. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120234. */
  120235. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120236. direction: Vector2;
  120237. /**
  120238. * Creates a new instance CircleOfConfusionPostProcess
  120239. * @param name The name of the effect.
  120240. * @param scene The scene the effect belongs to.
  120241. * @param direction The direction the blur should be applied.
  120242. * @param kernel The size of the kernel used to blur.
  120243. * @param options The required width/height ratio to downsize to before computing the render pass.
  120244. * @param camera The camera to apply the render pass to.
  120245. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120246. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120247. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120248. * @param engine The engine which the post process will be applied. (default: current engine)
  120249. * @param reusable If the post process can be reused on the same frame. (default: false)
  120250. * @param textureType Type of textures used when performing the post process. (default: 0)
  120251. * @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)
  120252. */
  120253. 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);
  120254. }
  120255. }
  120256. declare module BABYLON {
  120257. /** @hidden */
  120258. export var depthOfFieldMergePixelShader: {
  120259. name: string;
  120260. shader: string;
  120261. };
  120262. }
  120263. declare module BABYLON {
  120264. /**
  120265. * Options to be set when merging outputs from the default pipeline.
  120266. */
  120267. export class DepthOfFieldMergePostProcessOptions {
  120268. /**
  120269. * The original image to merge on top of
  120270. */
  120271. originalFromInput: PostProcess;
  120272. /**
  120273. * Parameters to perform the merge of the depth of field effect
  120274. */
  120275. depthOfField?: {
  120276. circleOfConfusion: PostProcess;
  120277. blurSteps: Array<PostProcess>;
  120278. };
  120279. /**
  120280. * Parameters to perform the merge of bloom effect
  120281. */
  120282. bloom?: {
  120283. blurred: PostProcess;
  120284. weight: number;
  120285. };
  120286. }
  120287. /**
  120288. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120289. */
  120290. export class DepthOfFieldMergePostProcess extends PostProcess {
  120291. private blurSteps;
  120292. /**
  120293. * Creates a new instance of DepthOfFieldMergePostProcess
  120294. * @param name The name of the effect.
  120295. * @param originalFromInput Post process which's input will be used for the merge.
  120296. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120297. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120298. * @param options The required width/height ratio to downsize to before computing the render pass.
  120299. * @param camera The camera to apply the render pass to.
  120300. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120301. * @param engine The engine which the post process will be applied. (default: current engine)
  120302. * @param reusable If the post process can be reused on the same frame. (default: false)
  120303. * @param textureType Type of textures used when performing the post process. (default: 0)
  120304. * @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)
  120305. */
  120306. 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);
  120307. /**
  120308. * Updates the effect with the current post process compile time values and recompiles the shader.
  120309. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120310. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120311. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120312. * @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
  120313. * @param onCompiled Called when the shader has been compiled.
  120314. * @param onError Called if there is an error when compiling a shader.
  120315. */
  120316. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120317. }
  120318. }
  120319. declare module BABYLON {
  120320. /**
  120321. * Specifies the level of max blur that should be applied when using the depth of field effect
  120322. */
  120323. export enum DepthOfFieldEffectBlurLevel {
  120324. /**
  120325. * Subtle blur
  120326. */
  120327. Low = 0,
  120328. /**
  120329. * Medium blur
  120330. */
  120331. Medium = 1,
  120332. /**
  120333. * Large blur
  120334. */
  120335. High = 2
  120336. }
  120337. /**
  120338. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120339. */
  120340. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120341. private _circleOfConfusion;
  120342. /**
  120343. * @hidden Internal, blurs from high to low
  120344. */
  120345. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120346. private _depthOfFieldBlurY;
  120347. private _dofMerge;
  120348. /**
  120349. * @hidden Internal post processes in depth of field effect
  120350. */
  120351. _effects: Array<PostProcess>;
  120352. /**
  120353. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120354. */
  120355. focalLength: number;
  120356. /**
  120357. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120358. */
  120359. fStop: number;
  120360. /**
  120361. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120362. */
  120363. focusDistance: number;
  120364. /**
  120365. * 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.
  120366. */
  120367. lensSize: number;
  120368. /**
  120369. * Creates a new instance DepthOfFieldEffect
  120370. * @param scene The scene the effect belongs to.
  120371. * @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.
  120372. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120373. * @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)
  120374. */
  120375. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120376. /**
  120377. * Get the current class name of the current effet
  120378. * @returns "DepthOfFieldEffect"
  120379. */
  120380. getClassName(): string;
  120381. /**
  120382. * 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.
  120383. */
  120384. depthTexture: RenderTargetTexture;
  120385. /**
  120386. * Disposes each of the internal effects for a given camera.
  120387. * @param camera The camera to dispose the effect on.
  120388. */
  120389. disposeEffects(camera: Camera): void;
  120390. /**
  120391. * @hidden Internal
  120392. */
  120393. _updateEffects(): void;
  120394. /**
  120395. * Internal
  120396. * @returns if all the contained post processes are ready.
  120397. * @hidden
  120398. */
  120399. _isReady(): boolean;
  120400. }
  120401. }
  120402. declare module BABYLON {
  120403. /** @hidden */
  120404. export var displayPassPixelShader: {
  120405. name: string;
  120406. shader: string;
  120407. };
  120408. }
  120409. declare module BABYLON {
  120410. /**
  120411. * DisplayPassPostProcess which produces an output the same as it's input
  120412. */
  120413. export class DisplayPassPostProcess extends PostProcess {
  120414. /**
  120415. * Creates the DisplayPassPostProcess
  120416. * @param name The name of the effect.
  120417. * @param options The required width/height ratio to downsize to before computing the render pass.
  120418. * @param camera The camera to apply the render pass to.
  120419. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120420. * @param engine The engine which the post process will be applied. (default: current engine)
  120421. * @param reusable If the post process can be reused on the same frame. (default: false)
  120422. */
  120423. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120424. }
  120425. }
  120426. declare module BABYLON {
  120427. /** @hidden */
  120428. export var filterPixelShader: {
  120429. name: string;
  120430. shader: string;
  120431. };
  120432. }
  120433. declare module BABYLON {
  120434. /**
  120435. * Applies a kernel filter to the image
  120436. */
  120437. export class FilterPostProcess extends PostProcess {
  120438. /** The matrix to be applied to the image */
  120439. kernelMatrix: Matrix;
  120440. /**
  120441. *
  120442. * @param name The name of the effect.
  120443. * @param kernelMatrix The matrix to be applied to the image
  120444. * @param options The required width/height ratio to downsize to before computing the render pass.
  120445. * @param camera The camera to apply the render pass to.
  120446. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120447. * @param engine The engine which the post process will be applied. (default: current engine)
  120448. * @param reusable If the post process can be reused on the same frame. (default: false)
  120449. */
  120450. constructor(name: string,
  120451. /** The matrix to be applied to the image */
  120452. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120453. }
  120454. }
  120455. declare module BABYLON {
  120456. /** @hidden */
  120457. export var fxaaPixelShader: {
  120458. name: string;
  120459. shader: string;
  120460. };
  120461. }
  120462. declare module BABYLON {
  120463. /** @hidden */
  120464. export var fxaaVertexShader: {
  120465. name: string;
  120466. shader: string;
  120467. };
  120468. }
  120469. declare module BABYLON {
  120470. /**
  120471. * Fxaa post process
  120472. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120473. */
  120474. export class FxaaPostProcess extends PostProcess {
  120475. /** @hidden */
  120476. texelWidth: number;
  120477. /** @hidden */
  120478. texelHeight: number;
  120479. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120480. private _getDefines;
  120481. }
  120482. }
  120483. declare module BABYLON {
  120484. /** @hidden */
  120485. export var grainPixelShader: {
  120486. name: string;
  120487. shader: string;
  120488. };
  120489. }
  120490. declare module BABYLON {
  120491. /**
  120492. * The GrainPostProcess adds noise to the image at mid luminance levels
  120493. */
  120494. export class GrainPostProcess extends PostProcess {
  120495. /**
  120496. * The intensity of the grain added (default: 30)
  120497. */
  120498. intensity: number;
  120499. /**
  120500. * If the grain should be randomized on every frame
  120501. */
  120502. animated: boolean;
  120503. /**
  120504. * Creates a new instance of @see GrainPostProcess
  120505. * @param name The name of the effect.
  120506. * @param options The required width/height ratio to downsize to before computing the render pass.
  120507. * @param camera The camera to apply the render pass to.
  120508. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120509. * @param engine The engine which the post process will be applied. (default: current engine)
  120510. * @param reusable If the post process can be reused on the same frame. (default: false)
  120511. * @param textureType Type of textures used when performing the post process. (default: 0)
  120512. * @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)
  120513. */
  120514. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120515. }
  120516. }
  120517. declare module BABYLON {
  120518. /** @hidden */
  120519. export var highlightsPixelShader: {
  120520. name: string;
  120521. shader: string;
  120522. };
  120523. }
  120524. declare module BABYLON {
  120525. /**
  120526. * Extracts highlights from the image
  120527. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120528. */
  120529. export class HighlightsPostProcess extends PostProcess {
  120530. /**
  120531. * Extracts highlights from the image
  120532. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120533. * @param name The name of the effect.
  120534. * @param options The required width/height ratio to downsize to before computing the render pass.
  120535. * @param camera The camera to apply the render pass to.
  120536. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120537. * @param engine The engine which the post process will be applied. (default: current engine)
  120538. * @param reusable If the post process can be reused on the same frame. (default: false)
  120539. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120540. */
  120541. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120542. }
  120543. }
  120544. declare module BABYLON {
  120545. /** @hidden */
  120546. export var mrtFragmentDeclaration: {
  120547. name: string;
  120548. shader: string;
  120549. };
  120550. }
  120551. declare module BABYLON {
  120552. /** @hidden */
  120553. export var geometryPixelShader: {
  120554. name: string;
  120555. shader: string;
  120556. };
  120557. }
  120558. declare module BABYLON {
  120559. /** @hidden */
  120560. export var geometryVertexShader: {
  120561. name: string;
  120562. shader: string;
  120563. };
  120564. }
  120565. declare module BABYLON {
  120566. /** @hidden */
  120567. interface ISavedTransformationMatrix {
  120568. world: Matrix;
  120569. viewProjection: Matrix;
  120570. }
  120571. /**
  120572. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120573. */
  120574. export class GeometryBufferRenderer {
  120575. /**
  120576. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120577. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120578. */
  120579. static readonly POSITION_TEXTURE_TYPE: number;
  120580. /**
  120581. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120582. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120583. */
  120584. static readonly VELOCITY_TEXTURE_TYPE: number;
  120585. /**
  120586. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120587. * in order to compute objects velocities when enableVelocity is set to "true"
  120588. * @hidden
  120589. */
  120590. _previousTransformationMatrices: {
  120591. [index: number]: ISavedTransformationMatrix;
  120592. };
  120593. /**
  120594. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120595. * in order to compute objects velocities when enableVelocity is set to "true"
  120596. * @hidden
  120597. */
  120598. _previousBonesTransformationMatrices: {
  120599. [index: number]: Float32Array;
  120600. };
  120601. /**
  120602. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120603. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120604. */
  120605. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120606. private _scene;
  120607. private _multiRenderTarget;
  120608. private _ratio;
  120609. private _enablePosition;
  120610. private _enableVelocity;
  120611. private _positionIndex;
  120612. private _velocityIndex;
  120613. protected _effect: Effect;
  120614. protected _cachedDefines: string;
  120615. /**
  120616. * Set the render list (meshes to be rendered) used in the G buffer.
  120617. */
  120618. renderList: Mesh[];
  120619. /**
  120620. * Gets wether or not G buffer are supported by the running hardware.
  120621. * This requires draw buffer supports
  120622. */
  120623. readonly isSupported: boolean;
  120624. /**
  120625. * Returns the index of the given texture type in the G-Buffer textures array
  120626. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120627. * @returns the index of the given texture type in the G-Buffer textures array
  120628. */
  120629. getTextureIndex(textureType: number): number;
  120630. /**
  120631. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120632. */
  120633. /**
  120634. * Sets whether or not objects positions are enabled for the G buffer.
  120635. */
  120636. enablePosition: boolean;
  120637. /**
  120638. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120639. */
  120640. /**
  120641. * Sets wether or not objects velocities are enabled for the G buffer.
  120642. */
  120643. enableVelocity: boolean;
  120644. /**
  120645. * Gets the scene associated with the buffer.
  120646. */
  120647. readonly scene: Scene;
  120648. /**
  120649. * Gets the ratio used by the buffer during its creation.
  120650. * How big is the buffer related to the main canvas.
  120651. */
  120652. readonly ratio: number;
  120653. /** @hidden */
  120654. static _SceneComponentInitialization: (scene: Scene) => void;
  120655. /**
  120656. * Creates a new G Buffer for the scene
  120657. * @param scene The scene the buffer belongs to
  120658. * @param ratio How big is the buffer related to the main canvas.
  120659. */
  120660. constructor(scene: Scene, ratio?: number);
  120661. /**
  120662. * Checks wether everything is ready to render a submesh to the G buffer.
  120663. * @param subMesh the submesh to check readiness for
  120664. * @param useInstances is the mesh drawn using instance or not
  120665. * @returns true if ready otherwise false
  120666. */
  120667. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120668. /**
  120669. * Gets the current underlying G Buffer.
  120670. * @returns the buffer
  120671. */
  120672. getGBuffer(): MultiRenderTarget;
  120673. /**
  120674. * Gets the number of samples used to render the buffer (anti aliasing).
  120675. */
  120676. /**
  120677. * Sets the number of samples used to render the buffer (anti aliasing).
  120678. */
  120679. samples: number;
  120680. /**
  120681. * Disposes the renderer and frees up associated resources.
  120682. */
  120683. dispose(): void;
  120684. protected _createRenderTargets(): void;
  120685. private _copyBonesTransformationMatrices;
  120686. }
  120687. }
  120688. declare module BABYLON {
  120689. interface Scene {
  120690. /** @hidden (Backing field) */
  120691. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120692. /**
  120693. * Gets or Sets the current geometry buffer associated to the scene.
  120694. */
  120695. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120696. /**
  120697. * Enables a GeometryBufferRender and associates it with the scene
  120698. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  120699. * @returns the GeometryBufferRenderer
  120700. */
  120701. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  120702. /**
  120703. * Disables the GeometryBufferRender associated with the scene
  120704. */
  120705. disableGeometryBufferRenderer(): void;
  120706. }
  120707. /**
  120708. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  120709. * in several rendering techniques.
  120710. */
  120711. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  120712. /**
  120713. * The component name helpful to identify the component in the list of scene components.
  120714. */
  120715. readonly name: string;
  120716. /**
  120717. * The scene the component belongs to.
  120718. */
  120719. scene: Scene;
  120720. /**
  120721. * Creates a new instance of the component for the given scene
  120722. * @param scene Defines the scene to register the component in
  120723. */
  120724. constructor(scene: Scene);
  120725. /**
  120726. * Registers the component in a given scene
  120727. */
  120728. register(): void;
  120729. /**
  120730. * Rebuilds the elements related to this component in case of
  120731. * context lost for instance.
  120732. */
  120733. rebuild(): void;
  120734. /**
  120735. * Disposes the component and the associated ressources
  120736. */
  120737. dispose(): void;
  120738. private _gatherRenderTargets;
  120739. }
  120740. }
  120741. declare module BABYLON {
  120742. /** @hidden */
  120743. export var motionBlurPixelShader: {
  120744. name: string;
  120745. shader: string;
  120746. };
  120747. }
  120748. declare module BABYLON {
  120749. /**
  120750. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  120751. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  120752. * As an example, all you have to do is to create the post-process:
  120753. * var mb = new BABYLON.MotionBlurPostProcess(
  120754. * 'mb', // The name of the effect.
  120755. * scene, // The scene containing the objects to blur according to their velocity.
  120756. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  120757. * camera // The camera to apply the render pass to.
  120758. * );
  120759. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  120760. */
  120761. export class MotionBlurPostProcess extends PostProcess {
  120762. /**
  120763. * Defines how much the image is blurred by the movement. Default value is equal to 1
  120764. */
  120765. motionStrength: number;
  120766. /**
  120767. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  120768. */
  120769. /**
  120770. * Sets the number of iterations to be used for motion blur quality
  120771. */
  120772. motionBlurSamples: number;
  120773. private _motionBlurSamples;
  120774. private _geometryBufferRenderer;
  120775. /**
  120776. * Creates a new instance MotionBlurPostProcess
  120777. * @param name The name of the effect.
  120778. * @param scene The scene containing the objects to blur according to their velocity.
  120779. * @param options The required width/height ratio to downsize to before computing the render pass.
  120780. * @param camera The camera to apply the render pass to.
  120781. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120782. * @param engine The engine which the post process will be applied. (default: current engine)
  120783. * @param reusable If the post process can be reused on the same frame. (default: false)
  120784. * @param textureType Type of textures used when performing the post process. (default: 0)
  120785. * @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)
  120786. */
  120787. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120788. /**
  120789. * Excludes the given skinned mesh from computing bones velocities.
  120790. * 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.
  120791. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  120792. */
  120793. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120794. /**
  120795. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  120796. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  120797. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  120798. */
  120799. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120800. /**
  120801. * Disposes the post process.
  120802. * @param camera The camera to dispose the post process on.
  120803. */
  120804. dispose(camera?: Camera): void;
  120805. }
  120806. }
  120807. declare module BABYLON {
  120808. /** @hidden */
  120809. export var refractionPixelShader: {
  120810. name: string;
  120811. shader: string;
  120812. };
  120813. }
  120814. declare module BABYLON {
  120815. /**
  120816. * Post process which applies a refractin texture
  120817. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120818. */
  120819. export class RefractionPostProcess extends PostProcess {
  120820. /** the base color of the refraction (used to taint the rendering) */
  120821. color: Color3;
  120822. /** simulated refraction depth */
  120823. depth: number;
  120824. /** the coefficient of the base color (0 to remove base color tainting) */
  120825. colorLevel: number;
  120826. private _refTexture;
  120827. private _ownRefractionTexture;
  120828. /**
  120829. * Gets or sets the refraction texture
  120830. * Please note that you are responsible for disposing the texture if you set it manually
  120831. */
  120832. refractionTexture: Texture;
  120833. /**
  120834. * Initializes the RefractionPostProcess
  120835. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120836. * @param name The name of the effect.
  120837. * @param refractionTextureUrl Url of the refraction texture to use
  120838. * @param color the base color of the refraction (used to taint the rendering)
  120839. * @param depth simulated refraction depth
  120840. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  120841. * @param camera The camera to apply the render pass to.
  120842. * @param options The required width/height ratio to downsize to before computing the render pass.
  120843. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120844. * @param engine The engine which the post process will be applied. (default: current engine)
  120845. * @param reusable If the post process can be reused on the same frame. (default: false)
  120846. */
  120847. constructor(name: string, refractionTextureUrl: string,
  120848. /** the base color of the refraction (used to taint the rendering) */
  120849. color: Color3,
  120850. /** simulated refraction depth */
  120851. depth: number,
  120852. /** the coefficient of the base color (0 to remove base color tainting) */
  120853. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120854. /**
  120855. * Disposes of the post process
  120856. * @param camera Camera to dispose post process on
  120857. */
  120858. dispose(camera: Camera): void;
  120859. }
  120860. }
  120861. declare module BABYLON {
  120862. /** @hidden */
  120863. export var sharpenPixelShader: {
  120864. name: string;
  120865. shader: string;
  120866. };
  120867. }
  120868. declare module BABYLON {
  120869. /**
  120870. * The SharpenPostProcess applies a sharpen kernel to every pixel
  120871. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120872. */
  120873. export class SharpenPostProcess extends PostProcess {
  120874. /**
  120875. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  120876. */
  120877. colorAmount: number;
  120878. /**
  120879. * How much sharpness should be applied (default: 0.3)
  120880. */
  120881. edgeAmount: number;
  120882. /**
  120883. * Creates a new instance ConvolutionPostProcess
  120884. * @param name The name of the effect.
  120885. * @param options The required width/height ratio to downsize to before computing the render pass.
  120886. * @param camera The camera to apply the render pass to.
  120887. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120888. * @param engine The engine which the post process will be applied. (default: current engine)
  120889. * @param reusable If the post process can be reused on the same frame. (default: false)
  120890. * @param textureType Type of textures used when performing the post process. (default: 0)
  120891. * @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)
  120892. */
  120893. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120894. }
  120895. }
  120896. declare module BABYLON {
  120897. /**
  120898. * PostProcessRenderPipeline
  120899. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120900. */
  120901. export class PostProcessRenderPipeline {
  120902. private engine;
  120903. private _renderEffects;
  120904. private _renderEffectsForIsolatedPass;
  120905. /**
  120906. * List of inspectable custom properties (used by the Inspector)
  120907. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  120908. */
  120909. inspectableCustomProperties: IInspectable[];
  120910. /**
  120911. * @hidden
  120912. */
  120913. protected _cameras: Camera[];
  120914. /** @hidden */
  120915. _name: string;
  120916. /**
  120917. * Gets pipeline name
  120918. */
  120919. readonly name: string;
  120920. /**
  120921. * Initializes a PostProcessRenderPipeline
  120922. * @param engine engine to add the pipeline to
  120923. * @param name name of the pipeline
  120924. */
  120925. constructor(engine: Engine, name: string);
  120926. /**
  120927. * Gets the class name
  120928. * @returns "PostProcessRenderPipeline"
  120929. */
  120930. getClassName(): string;
  120931. /**
  120932. * If all the render effects in the pipeline are supported
  120933. */
  120934. readonly isSupported: boolean;
  120935. /**
  120936. * Adds an effect to the pipeline
  120937. * @param renderEffect the effect to add
  120938. */
  120939. addEffect(renderEffect: PostProcessRenderEffect): void;
  120940. /** @hidden */
  120941. _rebuild(): void;
  120942. /** @hidden */
  120943. _enableEffect(renderEffectName: string, cameras: Camera): void;
  120944. /** @hidden */
  120945. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  120946. /** @hidden */
  120947. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120948. /** @hidden */
  120949. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120950. /** @hidden */
  120951. _attachCameras(cameras: Camera, unique: boolean): void;
  120952. /** @hidden */
  120953. _attachCameras(cameras: Camera[], unique: boolean): void;
  120954. /** @hidden */
  120955. _detachCameras(cameras: Camera): void;
  120956. /** @hidden */
  120957. _detachCameras(cameras: Nullable<Camera[]>): void;
  120958. /** @hidden */
  120959. _update(): void;
  120960. /** @hidden */
  120961. _reset(): void;
  120962. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  120963. /**
  120964. * Disposes of the pipeline
  120965. */
  120966. dispose(): void;
  120967. }
  120968. }
  120969. declare module BABYLON {
  120970. /**
  120971. * PostProcessRenderPipelineManager class
  120972. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120973. */
  120974. export class PostProcessRenderPipelineManager {
  120975. private _renderPipelines;
  120976. /**
  120977. * Initializes a PostProcessRenderPipelineManager
  120978. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120979. */
  120980. constructor();
  120981. /**
  120982. * Gets the list of supported render pipelines
  120983. */
  120984. readonly supportedPipelines: PostProcessRenderPipeline[];
  120985. /**
  120986. * Adds a pipeline to the manager
  120987. * @param renderPipeline The pipeline to add
  120988. */
  120989. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  120990. /**
  120991. * Attaches a camera to the pipeline
  120992. * @param renderPipelineName The name of the pipeline to attach to
  120993. * @param cameras the camera to attach
  120994. * @param unique if the camera can be attached multiple times to the pipeline
  120995. */
  120996. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  120997. /**
  120998. * Detaches a camera from the pipeline
  120999. * @param renderPipelineName The name of the pipeline to detach from
  121000. * @param cameras the camera to detach
  121001. */
  121002. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  121003. /**
  121004. * Enables an effect by name on a pipeline
  121005. * @param renderPipelineName the name of the pipeline to enable the effect in
  121006. * @param renderEffectName the name of the effect to enable
  121007. * @param cameras the cameras that the effect should be enabled on
  121008. */
  121009. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121010. /**
  121011. * Disables an effect by name on a pipeline
  121012. * @param renderPipelineName the name of the pipeline to disable the effect in
  121013. * @param renderEffectName the name of the effect to disable
  121014. * @param cameras the cameras that the effect should be disabled on
  121015. */
  121016. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121017. /**
  121018. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  121019. */
  121020. update(): void;
  121021. /** @hidden */
  121022. _rebuild(): void;
  121023. /**
  121024. * Disposes of the manager and pipelines
  121025. */
  121026. dispose(): void;
  121027. }
  121028. }
  121029. declare module BABYLON {
  121030. interface Scene {
  121031. /** @hidden (Backing field) */
  121032. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121033. /**
  121034. * Gets the postprocess render pipeline manager
  121035. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121036. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121037. */
  121038. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121039. }
  121040. /**
  121041. * Defines the Render Pipeline scene component responsible to rendering pipelines
  121042. */
  121043. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  121044. /**
  121045. * The component name helpfull to identify the component in the list of scene components.
  121046. */
  121047. readonly name: string;
  121048. /**
  121049. * The scene the component belongs to.
  121050. */
  121051. scene: Scene;
  121052. /**
  121053. * Creates a new instance of the component for the given scene
  121054. * @param scene Defines the scene to register the component in
  121055. */
  121056. constructor(scene: Scene);
  121057. /**
  121058. * Registers the component in a given scene
  121059. */
  121060. register(): void;
  121061. /**
  121062. * Rebuilds the elements related to this component in case of
  121063. * context lost for instance.
  121064. */
  121065. rebuild(): void;
  121066. /**
  121067. * Disposes the component and the associated ressources
  121068. */
  121069. dispose(): void;
  121070. private _gatherRenderTargets;
  121071. }
  121072. }
  121073. declare module BABYLON {
  121074. /**
  121075. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  121076. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121077. */
  121078. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121079. private _scene;
  121080. private _camerasToBeAttached;
  121081. /**
  121082. * ID of the sharpen post process,
  121083. */
  121084. private readonly SharpenPostProcessId;
  121085. /**
  121086. * @ignore
  121087. * ID of the image processing post process;
  121088. */
  121089. readonly ImageProcessingPostProcessId: string;
  121090. /**
  121091. * @ignore
  121092. * ID of the Fast Approximate Anti-Aliasing post process;
  121093. */
  121094. readonly FxaaPostProcessId: string;
  121095. /**
  121096. * ID of the chromatic aberration post process,
  121097. */
  121098. private readonly ChromaticAberrationPostProcessId;
  121099. /**
  121100. * ID of the grain post process
  121101. */
  121102. private readonly GrainPostProcessId;
  121103. /**
  121104. * Sharpen post process which will apply a sharpen convolution to enhance edges
  121105. */
  121106. sharpen: SharpenPostProcess;
  121107. private _sharpenEffect;
  121108. private bloom;
  121109. /**
  121110. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  121111. */
  121112. depthOfField: DepthOfFieldEffect;
  121113. /**
  121114. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121115. */
  121116. fxaa: FxaaPostProcess;
  121117. /**
  121118. * Image post processing pass used to perform operations such as tone mapping or color grading.
  121119. */
  121120. imageProcessing: ImageProcessingPostProcess;
  121121. /**
  121122. * Chromatic aberration post process which will shift rgb colors in the image
  121123. */
  121124. chromaticAberration: ChromaticAberrationPostProcess;
  121125. private _chromaticAberrationEffect;
  121126. /**
  121127. * Grain post process which add noise to the image
  121128. */
  121129. grain: GrainPostProcess;
  121130. private _grainEffect;
  121131. /**
  121132. * Glow post process which adds a glow to emissive areas of the image
  121133. */
  121134. private _glowLayer;
  121135. /**
  121136. * Animations which can be used to tweak settings over a period of time
  121137. */
  121138. animations: Animation[];
  121139. private _imageProcessingConfigurationObserver;
  121140. private _sharpenEnabled;
  121141. private _bloomEnabled;
  121142. private _depthOfFieldEnabled;
  121143. private _depthOfFieldBlurLevel;
  121144. private _fxaaEnabled;
  121145. private _imageProcessingEnabled;
  121146. private _defaultPipelineTextureType;
  121147. private _bloomScale;
  121148. private _chromaticAberrationEnabled;
  121149. private _grainEnabled;
  121150. private _buildAllowed;
  121151. /**
  121152. * Gets active scene
  121153. */
  121154. readonly scene: Scene;
  121155. /**
  121156. * Enable or disable the sharpen process from the pipeline
  121157. */
  121158. sharpenEnabled: boolean;
  121159. private _resizeObserver;
  121160. private _hardwareScaleLevel;
  121161. private _bloomKernel;
  121162. /**
  121163. * Specifies the size of the bloom blur kernel, relative to the final output size
  121164. */
  121165. bloomKernel: number;
  121166. /**
  121167. * Specifies the weight of the bloom in the final rendering
  121168. */
  121169. private _bloomWeight;
  121170. /**
  121171. * Specifies the luma threshold for the area that will be blurred by the bloom
  121172. */
  121173. private _bloomThreshold;
  121174. private _hdr;
  121175. /**
  121176. * The strength of the bloom.
  121177. */
  121178. bloomWeight: number;
  121179. /**
  121180. * The strength of the bloom.
  121181. */
  121182. bloomThreshold: number;
  121183. /**
  121184. * The scale of the bloom, lower value will provide better performance.
  121185. */
  121186. bloomScale: number;
  121187. /**
  121188. * Enable or disable the bloom from the pipeline
  121189. */
  121190. bloomEnabled: boolean;
  121191. private _rebuildBloom;
  121192. /**
  121193. * If the depth of field is enabled.
  121194. */
  121195. depthOfFieldEnabled: boolean;
  121196. /**
  121197. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121198. */
  121199. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121200. /**
  121201. * If the anti aliasing is enabled.
  121202. */
  121203. fxaaEnabled: boolean;
  121204. private _samples;
  121205. /**
  121206. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121207. */
  121208. samples: number;
  121209. /**
  121210. * If image processing is enabled.
  121211. */
  121212. imageProcessingEnabled: boolean;
  121213. /**
  121214. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121215. */
  121216. glowLayerEnabled: boolean;
  121217. /**
  121218. * Gets the glow layer (or null if not defined)
  121219. */
  121220. readonly glowLayer: Nullable<GlowLayer>;
  121221. /**
  121222. * Enable or disable the chromaticAberration process from the pipeline
  121223. */
  121224. chromaticAberrationEnabled: boolean;
  121225. /**
  121226. * Enable or disable the grain process from the pipeline
  121227. */
  121228. grainEnabled: boolean;
  121229. /**
  121230. * @constructor
  121231. * @param name - The rendering pipeline name (default: "")
  121232. * @param hdr - If high dynamic range textures should be used (default: true)
  121233. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121234. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121235. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121236. */
  121237. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121238. /**
  121239. * Get the class name
  121240. * @returns "DefaultRenderingPipeline"
  121241. */
  121242. getClassName(): string;
  121243. /**
  121244. * Force the compilation of the entire pipeline.
  121245. */
  121246. prepare(): void;
  121247. private _hasCleared;
  121248. private _prevPostProcess;
  121249. private _prevPrevPostProcess;
  121250. private _setAutoClearAndTextureSharing;
  121251. private _depthOfFieldSceneObserver;
  121252. private _buildPipeline;
  121253. private _disposePostProcesses;
  121254. /**
  121255. * Adds a camera to the pipeline
  121256. * @param camera the camera to be added
  121257. */
  121258. addCamera(camera: Camera): void;
  121259. /**
  121260. * Removes a camera from the pipeline
  121261. * @param camera the camera to remove
  121262. */
  121263. removeCamera(camera: Camera): void;
  121264. /**
  121265. * Dispose of the pipeline and stop all post processes
  121266. */
  121267. dispose(): void;
  121268. /**
  121269. * Serialize the rendering pipeline (Used when exporting)
  121270. * @returns the serialized object
  121271. */
  121272. serialize(): any;
  121273. /**
  121274. * Parse the serialized pipeline
  121275. * @param source Source pipeline.
  121276. * @param scene The scene to load the pipeline to.
  121277. * @param rootUrl The URL of the serialized pipeline.
  121278. * @returns An instantiated pipeline from the serialized object.
  121279. */
  121280. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121281. }
  121282. }
  121283. declare module BABYLON {
  121284. /** @hidden */
  121285. export var lensHighlightsPixelShader: {
  121286. name: string;
  121287. shader: string;
  121288. };
  121289. }
  121290. declare module BABYLON {
  121291. /** @hidden */
  121292. export var depthOfFieldPixelShader: {
  121293. name: string;
  121294. shader: string;
  121295. };
  121296. }
  121297. declare module BABYLON {
  121298. /**
  121299. * BABYLON.JS Chromatic Aberration GLSL Shader
  121300. * Author: Olivier Guyot
  121301. * Separates very slightly R, G and B colors on the edges of the screen
  121302. * Inspired by Francois Tarlier & Martins Upitis
  121303. */
  121304. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121305. /**
  121306. * @ignore
  121307. * The chromatic aberration PostProcess id in the pipeline
  121308. */
  121309. LensChromaticAberrationEffect: string;
  121310. /**
  121311. * @ignore
  121312. * The highlights enhancing PostProcess id in the pipeline
  121313. */
  121314. HighlightsEnhancingEffect: string;
  121315. /**
  121316. * @ignore
  121317. * The depth-of-field PostProcess id in the pipeline
  121318. */
  121319. LensDepthOfFieldEffect: string;
  121320. private _scene;
  121321. private _depthTexture;
  121322. private _grainTexture;
  121323. private _chromaticAberrationPostProcess;
  121324. private _highlightsPostProcess;
  121325. private _depthOfFieldPostProcess;
  121326. private _edgeBlur;
  121327. private _grainAmount;
  121328. private _chromaticAberration;
  121329. private _distortion;
  121330. private _highlightsGain;
  121331. private _highlightsThreshold;
  121332. private _dofDistance;
  121333. private _dofAperture;
  121334. private _dofDarken;
  121335. private _dofPentagon;
  121336. private _blurNoise;
  121337. /**
  121338. * @constructor
  121339. *
  121340. * Effect parameters are as follow:
  121341. * {
  121342. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121343. * edge_blur: number; // from 0 to x (1 for realism)
  121344. * distortion: number; // from 0 to x (1 for realism)
  121345. * grain_amount: number; // from 0 to 1
  121346. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121347. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121348. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121349. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121350. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121351. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121352. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121353. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121354. * }
  121355. * Note: if an effect parameter is unset, effect is disabled
  121356. *
  121357. * @param name The rendering pipeline name
  121358. * @param parameters - An object containing all parameters (see above)
  121359. * @param scene The scene linked to this pipeline
  121360. * @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)
  121361. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121362. */
  121363. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121364. /**
  121365. * Get the class name
  121366. * @returns "LensRenderingPipeline"
  121367. */
  121368. getClassName(): string;
  121369. /**
  121370. * Gets associated scene
  121371. */
  121372. readonly scene: Scene;
  121373. /**
  121374. * Gets or sets the edge blur
  121375. */
  121376. edgeBlur: number;
  121377. /**
  121378. * Gets or sets the grain amount
  121379. */
  121380. grainAmount: number;
  121381. /**
  121382. * Gets or sets the chromatic aberration amount
  121383. */
  121384. chromaticAberration: number;
  121385. /**
  121386. * Gets or sets the depth of field aperture
  121387. */
  121388. dofAperture: number;
  121389. /**
  121390. * Gets or sets the edge distortion
  121391. */
  121392. edgeDistortion: number;
  121393. /**
  121394. * Gets or sets the depth of field distortion
  121395. */
  121396. dofDistortion: number;
  121397. /**
  121398. * Gets or sets the darken out of focus amount
  121399. */
  121400. darkenOutOfFocus: number;
  121401. /**
  121402. * Gets or sets a boolean indicating if blur noise is enabled
  121403. */
  121404. blurNoise: boolean;
  121405. /**
  121406. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121407. */
  121408. pentagonBokeh: boolean;
  121409. /**
  121410. * Gets or sets the highlight grain amount
  121411. */
  121412. highlightsGain: number;
  121413. /**
  121414. * Gets or sets the highlight threshold
  121415. */
  121416. highlightsThreshold: number;
  121417. /**
  121418. * Sets the amount of blur at the edges
  121419. * @param amount blur amount
  121420. */
  121421. setEdgeBlur(amount: number): void;
  121422. /**
  121423. * Sets edge blur to 0
  121424. */
  121425. disableEdgeBlur(): void;
  121426. /**
  121427. * Sets the amout of grain
  121428. * @param amount Amount of grain
  121429. */
  121430. setGrainAmount(amount: number): void;
  121431. /**
  121432. * Set grain amount to 0
  121433. */
  121434. disableGrain(): void;
  121435. /**
  121436. * Sets the chromatic aberration amount
  121437. * @param amount amount of chromatic aberration
  121438. */
  121439. setChromaticAberration(amount: number): void;
  121440. /**
  121441. * Sets chromatic aberration amount to 0
  121442. */
  121443. disableChromaticAberration(): void;
  121444. /**
  121445. * Sets the EdgeDistortion amount
  121446. * @param amount amount of EdgeDistortion
  121447. */
  121448. setEdgeDistortion(amount: number): void;
  121449. /**
  121450. * Sets edge distortion to 0
  121451. */
  121452. disableEdgeDistortion(): void;
  121453. /**
  121454. * Sets the FocusDistance amount
  121455. * @param amount amount of FocusDistance
  121456. */
  121457. setFocusDistance(amount: number): void;
  121458. /**
  121459. * Disables depth of field
  121460. */
  121461. disableDepthOfField(): void;
  121462. /**
  121463. * Sets the Aperture amount
  121464. * @param amount amount of Aperture
  121465. */
  121466. setAperture(amount: number): void;
  121467. /**
  121468. * Sets the DarkenOutOfFocus amount
  121469. * @param amount amount of DarkenOutOfFocus
  121470. */
  121471. setDarkenOutOfFocus(amount: number): void;
  121472. private _pentagonBokehIsEnabled;
  121473. /**
  121474. * Creates a pentagon bokeh effect
  121475. */
  121476. enablePentagonBokeh(): void;
  121477. /**
  121478. * Disables the pentagon bokeh effect
  121479. */
  121480. disablePentagonBokeh(): void;
  121481. /**
  121482. * Enables noise blur
  121483. */
  121484. enableNoiseBlur(): void;
  121485. /**
  121486. * Disables noise blur
  121487. */
  121488. disableNoiseBlur(): void;
  121489. /**
  121490. * Sets the HighlightsGain amount
  121491. * @param amount amount of HighlightsGain
  121492. */
  121493. setHighlightsGain(amount: number): void;
  121494. /**
  121495. * Sets the HighlightsThreshold amount
  121496. * @param amount amount of HighlightsThreshold
  121497. */
  121498. setHighlightsThreshold(amount: number): void;
  121499. /**
  121500. * Disables highlights
  121501. */
  121502. disableHighlights(): void;
  121503. /**
  121504. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121505. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121506. */
  121507. dispose(disableDepthRender?: boolean): void;
  121508. private _createChromaticAberrationPostProcess;
  121509. private _createHighlightsPostProcess;
  121510. private _createDepthOfFieldPostProcess;
  121511. private _createGrainTexture;
  121512. }
  121513. }
  121514. declare module BABYLON {
  121515. /** @hidden */
  121516. export var ssao2PixelShader: {
  121517. name: string;
  121518. shader: string;
  121519. };
  121520. }
  121521. declare module BABYLON {
  121522. /** @hidden */
  121523. export var ssaoCombinePixelShader: {
  121524. name: string;
  121525. shader: string;
  121526. };
  121527. }
  121528. declare module BABYLON {
  121529. /**
  121530. * Render pipeline to produce ssao effect
  121531. */
  121532. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121533. /**
  121534. * @ignore
  121535. * The PassPostProcess id in the pipeline that contains the original scene color
  121536. */
  121537. SSAOOriginalSceneColorEffect: string;
  121538. /**
  121539. * @ignore
  121540. * The SSAO PostProcess id in the pipeline
  121541. */
  121542. SSAORenderEffect: string;
  121543. /**
  121544. * @ignore
  121545. * The horizontal blur PostProcess id in the pipeline
  121546. */
  121547. SSAOBlurHRenderEffect: string;
  121548. /**
  121549. * @ignore
  121550. * The vertical blur PostProcess id in the pipeline
  121551. */
  121552. SSAOBlurVRenderEffect: string;
  121553. /**
  121554. * @ignore
  121555. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121556. */
  121557. SSAOCombineRenderEffect: string;
  121558. /**
  121559. * The output strength of the SSAO post-process. Default value is 1.0.
  121560. */
  121561. totalStrength: number;
  121562. /**
  121563. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121564. */
  121565. maxZ: number;
  121566. /**
  121567. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121568. */
  121569. minZAspect: number;
  121570. private _samples;
  121571. /**
  121572. * Number of samples used for the SSAO calculations. Default value is 8
  121573. */
  121574. samples: number;
  121575. private _textureSamples;
  121576. /**
  121577. * Number of samples to use for antialiasing
  121578. */
  121579. textureSamples: number;
  121580. /**
  121581. * Ratio object used for SSAO ratio and blur ratio
  121582. */
  121583. private _ratio;
  121584. /**
  121585. * Dynamically generated sphere sampler.
  121586. */
  121587. private _sampleSphere;
  121588. /**
  121589. * Blur filter offsets
  121590. */
  121591. private _samplerOffsets;
  121592. private _expensiveBlur;
  121593. /**
  121594. * If bilateral blur should be used
  121595. */
  121596. expensiveBlur: boolean;
  121597. /**
  121598. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121599. */
  121600. radius: number;
  121601. /**
  121602. * The base color of the SSAO post-process
  121603. * The final result is "base + ssao" between [0, 1]
  121604. */
  121605. base: number;
  121606. /**
  121607. * Support test.
  121608. */
  121609. static readonly IsSupported: boolean;
  121610. private _scene;
  121611. private _depthTexture;
  121612. private _normalTexture;
  121613. private _randomTexture;
  121614. private _originalColorPostProcess;
  121615. private _ssaoPostProcess;
  121616. private _blurHPostProcess;
  121617. private _blurVPostProcess;
  121618. private _ssaoCombinePostProcess;
  121619. private _firstUpdate;
  121620. /**
  121621. * Gets active scene
  121622. */
  121623. readonly scene: Scene;
  121624. /**
  121625. * @constructor
  121626. * @param name The rendering pipeline name
  121627. * @param scene The scene linked to this pipeline
  121628. * @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 }
  121629. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121630. */
  121631. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121632. /**
  121633. * Get the class name
  121634. * @returns "SSAO2RenderingPipeline"
  121635. */
  121636. getClassName(): string;
  121637. /**
  121638. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121639. */
  121640. dispose(disableGeometryBufferRenderer?: boolean): void;
  121641. private _createBlurPostProcess;
  121642. /** @hidden */
  121643. _rebuild(): void;
  121644. private _bits;
  121645. private _radicalInverse_VdC;
  121646. private _hammersley;
  121647. private _hemisphereSample_uniform;
  121648. private _generateHemisphere;
  121649. private _createSSAOPostProcess;
  121650. private _createSSAOCombinePostProcess;
  121651. private _createRandomTexture;
  121652. /**
  121653. * Serialize the rendering pipeline (Used when exporting)
  121654. * @returns the serialized object
  121655. */
  121656. serialize(): any;
  121657. /**
  121658. * Parse the serialized pipeline
  121659. * @param source Source pipeline.
  121660. * @param scene The scene to load the pipeline to.
  121661. * @param rootUrl The URL of the serialized pipeline.
  121662. * @returns An instantiated pipeline from the serialized object.
  121663. */
  121664. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121665. }
  121666. }
  121667. declare module BABYLON {
  121668. /** @hidden */
  121669. export var ssaoPixelShader: {
  121670. name: string;
  121671. shader: string;
  121672. };
  121673. }
  121674. declare module BABYLON {
  121675. /**
  121676. * Render pipeline to produce ssao effect
  121677. */
  121678. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  121679. /**
  121680. * @ignore
  121681. * The PassPostProcess id in the pipeline that contains the original scene color
  121682. */
  121683. SSAOOriginalSceneColorEffect: string;
  121684. /**
  121685. * @ignore
  121686. * The SSAO PostProcess id in the pipeline
  121687. */
  121688. SSAORenderEffect: string;
  121689. /**
  121690. * @ignore
  121691. * The horizontal blur PostProcess id in the pipeline
  121692. */
  121693. SSAOBlurHRenderEffect: string;
  121694. /**
  121695. * @ignore
  121696. * The vertical blur PostProcess id in the pipeline
  121697. */
  121698. SSAOBlurVRenderEffect: string;
  121699. /**
  121700. * @ignore
  121701. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121702. */
  121703. SSAOCombineRenderEffect: string;
  121704. /**
  121705. * The output strength of the SSAO post-process. Default value is 1.0.
  121706. */
  121707. totalStrength: number;
  121708. /**
  121709. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  121710. */
  121711. radius: number;
  121712. /**
  121713. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  121714. * Must not be equal to fallOff and superior to fallOff.
  121715. * Default value is 0.0075
  121716. */
  121717. area: number;
  121718. /**
  121719. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  121720. * Must not be equal to area and inferior to area.
  121721. * Default value is 0.000001
  121722. */
  121723. fallOff: number;
  121724. /**
  121725. * The base color of the SSAO post-process
  121726. * The final result is "base + ssao" between [0, 1]
  121727. */
  121728. base: number;
  121729. private _scene;
  121730. private _depthTexture;
  121731. private _randomTexture;
  121732. private _originalColorPostProcess;
  121733. private _ssaoPostProcess;
  121734. private _blurHPostProcess;
  121735. private _blurVPostProcess;
  121736. private _ssaoCombinePostProcess;
  121737. private _firstUpdate;
  121738. /**
  121739. * Gets active scene
  121740. */
  121741. readonly scene: Scene;
  121742. /**
  121743. * @constructor
  121744. * @param name - The rendering pipeline name
  121745. * @param scene - The scene linked to this pipeline
  121746. * @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 }
  121747. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  121748. */
  121749. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121750. /**
  121751. * Get the class name
  121752. * @returns "SSAORenderingPipeline"
  121753. */
  121754. getClassName(): string;
  121755. /**
  121756. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121757. */
  121758. dispose(disableDepthRender?: boolean): void;
  121759. private _createBlurPostProcess;
  121760. /** @hidden */
  121761. _rebuild(): void;
  121762. private _createSSAOPostProcess;
  121763. private _createSSAOCombinePostProcess;
  121764. private _createRandomTexture;
  121765. }
  121766. }
  121767. declare module BABYLON {
  121768. /** @hidden */
  121769. export var standardPixelShader: {
  121770. name: string;
  121771. shader: string;
  121772. };
  121773. }
  121774. declare module BABYLON {
  121775. /**
  121776. * Standard rendering pipeline
  121777. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121778. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  121779. */
  121780. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121781. /**
  121782. * Public members
  121783. */
  121784. /**
  121785. * Post-process which contains the original scene color before the pipeline applies all the effects
  121786. */
  121787. originalPostProcess: Nullable<PostProcess>;
  121788. /**
  121789. * Post-process used to down scale an image x4
  121790. */
  121791. downSampleX4PostProcess: Nullable<PostProcess>;
  121792. /**
  121793. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  121794. */
  121795. brightPassPostProcess: Nullable<PostProcess>;
  121796. /**
  121797. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  121798. */
  121799. blurHPostProcesses: PostProcess[];
  121800. /**
  121801. * Post-process array storing all the vertical blur post-processes used by the pipeline
  121802. */
  121803. blurVPostProcesses: PostProcess[];
  121804. /**
  121805. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  121806. */
  121807. textureAdderPostProcess: Nullable<PostProcess>;
  121808. /**
  121809. * Post-process used to create volumetric lighting effect
  121810. */
  121811. volumetricLightPostProcess: Nullable<PostProcess>;
  121812. /**
  121813. * Post-process used to smooth the previous volumetric light post-process on the X axis
  121814. */
  121815. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  121816. /**
  121817. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  121818. */
  121819. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  121820. /**
  121821. * Post-process used to merge the volumetric light effect and the real scene color
  121822. */
  121823. volumetricLightMergePostProces: Nullable<PostProcess>;
  121824. /**
  121825. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  121826. */
  121827. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  121828. /**
  121829. * Base post-process used to calculate the average luminance of the final image for HDR
  121830. */
  121831. luminancePostProcess: Nullable<PostProcess>;
  121832. /**
  121833. * Post-processes used to create down sample post-processes in order to get
  121834. * the average luminance of the final image for HDR
  121835. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  121836. */
  121837. luminanceDownSamplePostProcesses: PostProcess[];
  121838. /**
  121839. * Post-process used to create a HDR effect (light adaptation)
  121840. */
  121841. hdrPostProcess: Nullable<PostProcess>;
  121842. /**
  121843. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  121844. */
  121845. textureAdderFinalPostProcess: Nullable<PostProcess>;
  121846. /**
  121847. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  121848. */
  121849. lensFlareFinalPostProcess: Nullable<PostProcess>;
  121850. /**
  121851. * Post-process used to merge the final HDR post-process and the real scene color
  121852. */
  121853. hdrFinalPostProcess: Nullable<PostProcess>;
  121854. /**
  121855. * Post-process used to create a lens flare effect
  121856. */
  121857. lensFlarePostProcess: Nullable<PostProcess>;
  121858. /**
  121859. * Post-process that merges the result of the lens flare post-process and the real scene color
  121860. */
  121861. lensFlareComposePostProcess: Nullable<PostProcess>;
  121862. /**
  121863. * Post-process used to create a motion blur effect
  121864. */
  121865. motionBlurPostProcess: Nullable<PostProcess>;
  121866. /**
  121867. * Post-process used to create a depth of field effect
  121868. */
  121869. depthOfFieldPostProcess: Nullable<PostProcess>;
  121870. /**
  121871. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121872. */
  121873. fxaaPostProcess: Nullable<FxaaPostProcess>;
  121874. /**
  121875. * Represents the brightness threshold in order to configure the illuminated surfaces
  121876. */
  121877. brightThreshold: number;
  121878. /**
  121879. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  121880. */
  121881. blurWidth: number;
  121882. /**
  121883. * Sets if the blur for highlighted surfaces must be only horizontal
  121884. */
  121885. horizontalBlur: boolean;
  121886. /**
  121887. * Gets the overall exposure used by the pipeline
  121888. */
  121889. /**
  121890. * Sets the overall exposure used by the pipeline
  121891. */
  121892. exposure: number;
  121893. /**
  121894. * Texture used typically to simulate "dirty" on camera lens
  121895. */
  121896. lensTexture: Nullable<Texture>;
  121897. /**
  121898. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  121899. */
  121900. volumetricLightCoefficient: number;
  121901. /**
  121902. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  121903. */
  121904. volumetricLightPower: number;
  121905. /**
  121906. * Used the set the blur intensity to smooth the volumetric lights
  121907. */
  121908. volumetricLightBlurScale: number;
  121909. /**
  121910. * Light (spot or directional) used to generate the volumetric lights rays
  121911. * The source light must have a shadow generate so the pipeline can get its
  121912. * depth map
  121913. */
  121914. sourceLight: Nullable<SpotLight | DirectionalLight>;
  121915. /**
  121916. * For eye adaptation, represents the minimum luminance the eye can see
  121917. */
  121918. hdrMinimumLuminance: number;
  121919. /**
  121920. * For eye adaptation, represents the decrease luminance speed
  121921. */
  121922. hdrDecreaseRate: number;
  121923. /**
  121924. * For eye adaptation, represents the increase luminance speed
  121925. */
  121926. hdrIncreaseRate: number;
  121927. /**
  121928. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121929. */
  121930. /**
  121931. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121932. */
  121933. hdrAutoExposure: boolean;
  121934. /**
  121935. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  121936. */
  121937. lensColorTexture: Nullable<Texture>;
  121938. /**
  121939. * The overall strengh for the lens flare effect
  121940. */
  121941. lensFlareStrength: number;
  121942. /**
  121943. * Dispersion coefficient for lens flare ghosts
  121944. */
  121945. lensFlareGhostDispersal: number;
  121946. /**
  121947. * Main lens flare halo width
  121948. */
  121949. lensFlareHaloWidth: number;
  121950. /**
  121951. * Based on the lens distortion effect, defines how much the lens flare result
  121952. * is distorted
  121953. */
  121954. lensFlareDistortionStrength: number;
  121955. /**
  121956. * Lens star texture must be used to simulate rays on the flares and is available
  121957. * in the documentation
  121958. */
  121959. lensStarTexture: Nullable<Texture>;
  121960. /**
  121961. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  121962. * flare effect by taking account of the dirt texture
  121963. */
  121964. lensFlareDirtTexture: Nullable<Texture>;
  121965. /**
  121966. * Represents the focal length for the depth of field effect
  121967. */
  121968. depthOfFieldDistance: number;
  121969. /**
  121970. * Represents the blur intensity for the blurred part of the depth of field effect
  121971. */
  121972. depthOfFieldBlurWidth: number;
  121973. /**
  121974. * Gets how much the image is blurred by the movement while using the motion blur post-process
  121975. */
  121976. /**
  121977. * Sets how much the image is blurred by the movement while using the motion blur post-process
  121978. */
  121979. motionStrength: number;
  121980. /**
  121981. * Gets wether or not the motion blur post-process is object based or screen based.
  121982. */
  121983. /**
  121984. * Sets wether or not the motion blur post-process should be object based or screen based
  121985. */
  121986. objectBasedMotionBlur: boolean;
  121987. /**
  121988. * List of animations for the pipeline (IAnimatable implementation)
  121989. */
  121990. animations: Animation[];
  121991. /**
  121992. * Private members
  121993. */
  121994. private _scene;
  121995. private _currentDepthOfFieldSource;
  121996. private _basePostProcess;
  121997. private _fixedExposure;
  121998. private _currentExposure;
  121999. private _hdrAutoExposure;
  122000. private _hdrCurrentLuminance;
  122001. private _motionStrength;
  122002. private _isObjectBasedMotionBlur;
  122003. private _floatTextureType;
  122004. private _ratio;
  122005. private _bloomEnabled;
  122006. private _depthOfFieldEnabled;
  122007. private _vlsEnabled;
  122008. private _lensFlareEnabled;
  122009. private _hdrEnabled;
  122010. private _motionBlurEnabled;
  122011. private _fxaaEnabled;
  122012. private _motionBlurSamples;
  122013. private _volumetricLightStepsCount;
  122014. private _samples;
  122015. /**
  122016. * @ignore
  122017. * Specifies if the bloom pipeline is enabled
  122018. */
  122019. BloomEnabled: boolean;
  122020. /**
  122021. * @ignore
  122022. * Specifies if the depth of field pipeline is enabed
  122023. */
  122024. DepthOfFieldEnabled: boolean;
  122025. /**
  122026. * @ignore
  122027. * Specifies if the lens flare pipeline is enabed
  122028. */
  122029. LensFlareEnabled: boolean;
  122030. /**
  122031. * @ignore
  122032. * Specifies if the HDR pipeline is enabled
  122033. */
  122034. HDREnabled: boolean;
  122035. /**
  122036. * @ignore
  122037. * Specifies if the volumetric lights scattering effect is enabled
  122038. */
  122039. VLSEnabled: boolean;
  122040. /**
  122041. * @ignore
  122042. * Specifies if the motion blur effect is enabled
  122043. */
  122044. MotionBlurEnabled: boolean;
  122045. /**
  122046. * Specifies if anti-aliasing is enabled
  122047. */
  122048. fxaaEnabled: boolean;
  122049. /**
  122050. * Specifies the number of steps used to calculate the volumetric lights
  122051. * Typically in interval [50, 200]
  122052. */
  122053. volumetricLightStepsCount: number;
  122054. /**
  122055. * Specifies the number of samples used for the motion blur effect
  122056. * Typically in interval [16, 64]
  122057. */
  122058. motionBlurSamples: number;
  122059. /**
  122060. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122061. */
  122062. samples: number;
  122063. /**
  122064. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122065. * @constructor
  122066. * @param name The rendering pipeline name
  122067. * @param scene The scene linked to this pipeline
  122068. * @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)
  122069. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  122070. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122071. */
  122072. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  122073. private _buildPipeline;
  122074. private _createDownSampleX4PostProcess;
  122075. private _createBrightPassPostProcess;
  122076. private _createBlurPostProcesses;
  122077. private _createTextureAdderPostProcess;
  122078. private _createVolumetricLightPostProcess;
  122079. private _createLuminancePostProcesses;
  122080. private _createHdrPostProcess;
  122081. private _createLensFlarePostProcess;
  122082. private _createDepthOfFieldPostProcess;
  122083. private _createMotionBlurPostProcess;
  122084. private _getDepthTexture;
  122085. private _disposePostProcesses;
  122086. /**
  122087. * Dispose of the pipeline and stop all post processes
  122088. */
  122089. dispose(): void;
  122090. /**
  122091. * Serialize the rendering pipeline (Used when exporting)
  122092. * @returns the serialized object
  122093. */
  122094. serialize(): any;
  122095. /**
  122096. * Parse the serialized pipeline
  122097. * @param source Source pipeline.
  122098. * @param scene The scene to load the pipeline to.
  122099. * @param rootUrl The URL of the serialized pipeline.
  122100. * @returns An instantiated pipeline from the serialized object.
  122101. */
  122102. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  122103. /**
  122104. * Luminance steps
  122105. */
  122106. static LuminanceSteps: number;
  122107. }
  122108. }
  122109. declare module BABYLON {
  122110. /** @hidden */
  122111. export var tonemapPixelShader: {
  122112. name: string;
  122113. shader: string;
  122114. };
  122115. }
  122116. declare module BABYLON {
  122117. /** Defines operator used for tonemapping */
  122118. export enum TonemappingOperator {
  122119. /** Hable */
  122120. Hable = 0,
  122121. /** Reinhard */
  122122. Reinhard = 1,
  122123. /** HejiDawson */
  122124. HejiDawson = 2,
  122125. /** Photographic */
  122126. Photographic = 3
  122127. }
  122128. /**
  122129. * Defines a post process to apply tone mapping
  122130. */
  122131. export class TonemapPostProcess extends PostProcess {
  122132. private _operator;
  122133. /** Defines the required exposure adjustement */
  122134. exposureAdjustment: number;
  122135. /**
  122136. * Creates a new TonemapPostProcess
  122137. * @param name defines the name of the postprocess
  122138. * @param _operator defines the operator to use
  122139. * @param exposureAdjustment defines the required exposure adjustement
  122140. * @param camera defines the camera to use (can be null)
  122141. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  122142. * @param engine defines the hosting engine (can be ignore if camera is set)
  122143. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  122144. */
  122145. constructor(name: string, _operator: TonemappingOperator,
  122146. /** Defines the required exposure adjustement */
  122147. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  122148. }
  122149. }
  122150. declare module BABYLON {
  122151. /** @hidden */
  122152. export var depthVertexShader: {
  122153. name: string;
  122154. shader: string;
  122155. };
  122156. }
  122157. declare module BABYLON {
  122158. /** @hidden */
  122159. export var volumetricLightScatteringPixelShader: {
  122160. name: string;
  122161. shader: string;
  122162. };
  122163. }
  122164. declare module BABYLON {
  122165. /** @hidden */
  122166. export var volumetricLightScatteringPassPixelShader: {
  122167. name: string;
  122168. shader: string;
  122169. };
  122170. }
  122171. declare module BABYLON {
  122172. /**
  122173. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  122174. */
  122175. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122176. private _volumetricLightScatteringPass;
  122177. private _volumetricLightScatteringRTT;
  122178. private _viewPort;
  122179. private _screenCoordinates;
  122180. private _cachedDefines;
  122181. /**
  122182. * If not undefined, the mesh position is computed from the attached node position
  122183. */
  122184. attachedNode: {
  122185. position: Vector3;
  122186. };
  122187. /**
  122188. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122189. */
  122190. customMeshPosition: Vector3;
  122191. /**
  122192. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122193. */
  122194. useCustomMeshPosition: boolean;
  122195. /**
  122196. * If the post-process should inverse the light scattering direction
  122197. */
  122198. invert: boolean;
  122199. /**
  122200. * The internal mesh used by the post-process
  122201. */
  122202. mesh: Mesh;
  122203. /**
  122204. * @hidden
  122205. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122206. */
  122207. useDiffuseColor: boolean;
  122208. /**
  122209. * Array containing the excluded meshes not rendered in the internal pass
  122210. */
  122211. excludedMeshes: AbstractMesh[];
  122212. /**
  122213. * Controls the overall intensity of the post-process
  122214. */
  122215. exposure: number;
  122216. /**
  122217. * Dissipates each sample's contribution in range [0, 1]
  122218. */
  122219. decay: number;
  122220. /**
  122221. * Controls the overall intensity of each sample
  122222. */
  122223. weight: number;
  122224. /**
  122225. * Controls the density of each sample
  122226. */
  122227. density: number;
  122228. /**
  122229. * @constructor
  122230. * @param name The post-process name
  122231. * @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)
  122232. * @param camera The camera that the post-process will be attached to
  122233. * @param mesh The mesh used to create the light scattering
  122234. * @param samples The post-process quality, default 100
  122235. * @param samplingModeThe post-process filtering mode
  122236. * @param engine The babylon engine
  122237. * @param reusable If the post-process is reusable
  122238. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122239. */
  122240. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122241. /**
  122242. * Returns the string "VolumetricLightScatteringPostProcess"
  122243. * @returns "VolumetricLightScatteringPostProcess"
  122244. */
  122245. getClassName(): string;
  122246. private _isReady;
  122247. /**
  122248. * Sets the new light position for light scattering effect
  122249. * @param position The new custom light position
  122250. */
  122251. setCustomMeshPosition(position: Vector3): void;
  122252. /**
  122253. * Returns the light position for light scattering effect
  122254. * @return Vector3 The custom light position
  122255. */
  122256. getCustomMeshPosition(): Vector3;
  122257. /**
  122258. * Disposes the internal assets and detaches the post-process from the camera
  122259. */
  122260. dispose(camera: Camera): void;
  122261. /**
  122262. * Returns the render target texture used by the post-process
  122263. * @return the render target texture used by the post-process
  122264. */
  122265. getPass(): RenderTargetTexture;
  122266. private _meshExcluded;
  122267. private _createPass;
  122268. private _updateMeshScreenCoordinates;
  122269. /**
  122270. * Creates a default mesh for the Volumeric Light Scattering post-process
  122271. * @param name The mesh name
  122272. * @param scene The scene where to create the mesh
  122273. * @return the default mesh
  122274. */
  122275. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122276. }
  122277. }
  122278. declare module BABYLON {
  122279. interface Scene {
  122280. /** @hidden (Backing field) */
  122281. _boundingBoxRenderer: BoundingBoxRenderer;
  122282. /** @hidden (Backing field) */
  122283. _forceShowBoundingBoxes: boolean;
  122284. /**
  122285. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122286. */
  122287. forceShowBoundingBoxes: boolean;
  122288. /**
  122289. * Gets the bounding box renderer associated with the scene
  122290. * @returns a BoundingBoxRenderer
  122291. */
  122292. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122293. }
  122294. interface AbstractMesh {
  122295. /** @hidden (Backing field) */
  122296. _showBoundingBox: boolean;
  122297. /**
  122298. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122299. */
  122300. showBoundingBox: boolean;
  122301. }
  122302. /**
  122303. * Component responsible of rendering the bounding box of the meshes in a scene.
  122304. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122305. */
  122306. export class BoundingBoxRenderer implements ISceneComponent {
  122307. /**
  122308. * The component name helpfull to identify the component in the list of scene components.
  122309. */
  122310. readonly name: string;
  122311. /**
  122312. * The scene the component belongs to.
  122313. */
  122314. scene: Scene;
  122315. /**
  122316. * Color of the bounding box lines placed in front of an object
  122317. */
  122318. frontColor: Color3;
  122319. /**
  122320. * Color of the bounding box lines placed behind an object
  122321. */
  122322. backColor: Color3;
  122323. /**
  122324. * Defines if the renderer should show the back lines or not
  122325. */
  122326. showBackLines: boolean;
  122327. /**
  122328. * @hidden
  122329. */
  122330. renderList: SmartArray<BoundingBox>;
  122331. private _colorShader;
  122332. private _vertexBuffers;
  122333. private _indexBuffer;
  122334. private _fillIndexBuffer;
  122335. private _fillIndexData;
  122336. /**
  122337. * Instantiates a new bounding box renderer in a scene.
  122338. * @param scene the scene the renderer renders in
  122339. */
  122340. constructor(scene: Scene);
  122341. /**
  122342. * Registers the component in a given scene
  122343. */
  122344. register(): void;
  122345. private _evaluateSubMesh;
  122346. private _activeMesh;
  122347. private _prepareRessources;
  122348. private _createIndexBuffer;
  122349. /**
  122350. * Rebuilds the elements related to this component in case of
  122351. * context lost for instance.
  122352. */
  122353. rebuild(): void;
  122354. /**
  122355. * @hidden
  122356. */
  122357. reset(): void;
  122358. /**
  122359. * Render the bounding boxes of a specific rendering group
  122360. * @param renderingGroupId defines the rendering group to render
  122361. */
  122362. render(renderingGroupId: number): void;
  122363. /**
  122364. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122365. * @param mesh Define the mesh to render the occlusion bounding box for
  122366. */
  122367. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122368. /**
  122369. * Dispose and release the resources attached to this renderer.
  122370. */
  122371. dispose(): void;
  122372. }
  122373. }
  122374. declare module BABYLON {
  122375. /** @hidden */
  122376. export var depthPixelShader: {
  122377. name: string;
  122378. shader: string;
  122379. };
  122380. }
  122381. declare module BABYLON {
  122382. /**
  122383. * This represents a depth renderer in Babylon.
  122384. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122385. */
  122386. export class DepthRenderer {
  122387. private _scene;
  122388. private _depthMap;
  122389. private _effect;
  122390. private readonly _storeNonLinearDepth;
  122391. private readonly _clearColor;
  122392. /** Get if the depth renderer is using packed depth or not */
  122393. readonly isPacked: boolean;
  122394. private _cachedDefines;
  122395. private _camera;
  122396. /**
  122397. * Specifiess that the depth renderer will only be used within
  122398. * the camera it is created for.
  122399. * This can help forcing its rendering during the camera processing.
  122400. */
  122401. useOnlyInActiveCamera: boolean;
  122402. /** @hidden */
  122403. static _SceneComponentInitialization: (scene: Scene) => void;
  122404. /**
  122405. * Instantiates a depth renderer
  122406. * @param scene The scene the renderer belongs to
  122407. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122408. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122409. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122410. */
  122411. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122412. /**
  122413. * Creates the depth rendering effect and checks if the effect is ready.
  122414. * @param subMesh The submesh to be used to render the depth map of
  122415. * @param useInstances If multiple world instances should be used
  122416. * @returns if the depth renderer is ready to render the depth map
  122417. */
  122418. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122419. /**
  122420. * Gets the texture which the depth map will be written to.
  122421. * @returns The depth map texture
  122422. */
  122423. getDepthMap(): RenderTargetTexture;
  122424. /**
  122425. * Disposes of the depth renderer.
  122426. */
  122427. dispose(): void;
  122428. }
  122429. }
  122430. declare module BABYLON {
  122431. interface Scene {
  122432. /** @hidden (Backing field) */
  122433. _depthRenderer: {
  122434. [id: string]: DepthRenderer;
  122435. };
  122436. /**
  122437. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122438. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122439. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122440. * @returns the created depth renderer
  122441. */
  122442. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122443. /**
  122444. * Disables a depth renderer for a given camera
  122445. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122446. */
  122447. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122448. }
  122449. /**
  122450. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122451. * in several rendering techniques.
  122452. */
  122453. export class DepthRendererSceneComponent implements ISceneComponent {
  122454. /**
  122455. * The component name helpfull to identify the component in the list of scene components.
  122456. */
  122457. readonly name: string;
  122458. /**
  122459. * The scene the component belongs to.
  122460. */
  122461. scene: Scene;
  122462. /**
  122463. * Creates a new instance of the component for the given scene
  122464. * @param scene Defines the scene to register the component in
  122465. */
  122466. constructor(scene: Scene);
  122467. /**
  122468. * Registers the component in a given scene
  122469. */
  122470. register(): void;
  122471. /**
  122472. * Rebuilds the elements related to this component in case of
  122473. * context lost for instance.
  122474. */
  122475. rebuild(): void;
  122476. /**
  122477. * Disposes the component and the associated ressources
  122478. */
  122479. dispose(): void;
  122480. private _gatherRenderTargets;
  122481. private _gatherActiveCameraRenderTargets;
  122482. }
  122483. }
  122484. declare module BABYLON {
  122485. /** @hidden */
  122486. export var outlinePixelShader: {
  122487. name: string;
  122488. shader: string;
  122489. };
  122490. }
  122491. declare module BABYLON {
  122492. /** @hidden */
  122493. export var outlineVertexShader: {
  122494. name: string;
  122495. shader: string;
  122496. };
  122497. }
  122498. declare module BABYLON {
  122499. interface Scene {
  122500. /** @hidden */
  122501. _outlineRenderer: OutlineRenderer;
  122502. /**
  122503. * Gets the outline renderer associated with the scene
  122504. * @returns a OutlineRenderer
  122505. */
  122506. getOutlineRenderer(): OutlineRenderer;
  122507. }
  122508. interface AbstractMesh {
  122509. /** @hidden (Backing field) */
  122510. _renderOutline: boolean;
  122511. /**
  122512. * Gets or sets a boolean indicating if the outline must be rendered as well
  122513. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122514. */
  122515. renderOutline: boolean;
  122516. /** @hidden (Backing field) */
  122517. _renderOverlay: boolean;
  122518. /**
  122519. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122520. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122521. */
  122522. renderOverlay: boolean;
  122523. }
  122524. /**
  122525. * This class is responsible to draw bothe outline/overlay of meshes.
  122526. * It should not be used directly but through the available method on mesh.
  122527. */
  122528. export class OutlineRenderer implements ISceneComponent {
  122529. /**
  122530. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122531. */
  122532. private static _StencilReference;
  122533. /**
  122534. * The name of the component. Each component must have a unique name.
  122535. */
  122536. name: string;
  122537. /**
  122538. * The scene the component belongs to.
  122539. */
  122540. scene: Scene;
  122541. /**
  122542. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122543. */
  122544. zOffset: number;
  122545. private _engine;
  122546. private _effect;
  122547. private _cachedDefines;
  122548. private _savedDepthWrite;
  122549. /**
  122550. * Instantiates a new outline renderer. (There could be only one per scene).
  122551. * @param scene Defines the scene it belongs to
  122552. */
  122553. constructor(scene: Scene);
  122554. /**
  122555. * Register the component to one instance of a scene.
  122556. */
  122557. register(): void;
  122558. /**
  122559. * Rebuilds the elements related to this component in case of
  122560. * context lost for instance.
  122561. */
  122562. rebuild(): void;
  122563. /**
  122564. * Disposes the component and the associated ressources.
  122565. */
  122566. dispose(): void;
  122567. /**
  122568. * Renders the outline in the canvas.
  122569. * @param subMesh Defines the sumesh to render
  122570. * @param batch Defines the batch of meshes in case of instances
  122571. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122572. */
  122573. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122574. /**
  122575. * Returns whether or not the outline renderer is ready for a given submesh.
  122576. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122577. * @param subMesh Defines the submesh to check readyness for
  122578. * @param useInstances Defines wheter wee are trying to render instances or not
  122579. * @returns true if ready otherwise false
  122580. */
  122581. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122582. private _beforeRenderingMesh;
  122583. private _afterRenderingMesh;
  122584. }
  122585. }
  122586. declare module BABYLON {
  122587. /**
  122588. * Defines the list of states available for a task inside a AssetsManager
  122589. */
  122590. export enum AssetTaskState {
  122591. /**
  122592. * Initialization
  122593. */
  122594. INIT = 0,
  122595. /**
  122596. * Running
  122597. */
  122598. RUNNING = 1,
  122599. /**
  122600. * Done
  122601. */
  122602. DONE = 2,
  122603. /**
  122604. * Error
  122605. */
  122606. ERROR = 3
  122607. }
  122608. /**
  122609. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122610. */
  122611. export abstract class AbstractAssetTask {
  122612. /**
  122613. * Task name
  122614. */ name: string;
  122615. /**
  122616. * Callback called when the task is successful
  122617. */
  122618. onSuccess: (task: any) => void;
  122619. /**
  122620. * Callback called when the task is not successful
  122621. */
  122622. onError: (task: any, message?: string, exception?: any) => void;
  122623. /**
  122624. * Creates a new AssetsManager
  122625. * @param name defines the name of the task
  122626. */
  122627. constructor(
  122628. /**
  122629. * Task name
  122630. */ name: string);
  122631. private _isCompleted;
  122632. private _taskState;
  122633. private _errorObject;
  122634. /**
  122635. * Get if the task is completed
  122636. */
  122637. readonly isCompleted: boolean;
  122638. /**
  122639. * Gets the current state of the task
  122640. */
  122641. readonly taskState: AssetTaskState;
  122642. /**
  122643. * Gets the current error object (if task is in error)
  122644. */
  122645. readonly errorObject: {
  122646. message?: string;
  122647. exception?: any;
  122648. };
  122649. /**
  122650. * Internal only
  122651. * @hidden
  122652. */
  122653. _setErrorObject(message?: string, exception?: any): void;
  122654. /**
  122655. * Execute the current task
  122656. * @param scene defines the scene where you want your assets to be loaded
  122657. * @param onSuccess is a callback called when the task is successfully executed
  122658. * @param onError is a callback called if an error occurs
  122659. */
  122660. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122661. /**
  122662. * Execute the current task
  122663. * @param scene defines the scene where you want your assets to be loaded
  122664. * @param onSuccess is a callback called when the task is successfully executed
  122665. * @param onError is a callback called if an error occurs
  122666. */
  122667. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122668. /**
  122669. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  122670. * This can be used with failed tasks that have the reason for failure fixed.
  122671. */
  122672. reset(): void;
  122673. private onErrorCallback;
  122674. private onDoneCallback;
  122675. }
  122676. /**
  122677. * Define the interface used by progress events raised during assets loading
  122678. */
  122679. export interface IAssetsProgressEvent {
  122680. /**
  122681. * Defines the number of remaining tasks to process
  122682. */
  122683. remainingCount: number;
  122684. /**
  122685. * Defines the total number of tasks
  122686. */
  122687. totalCount: number;
  122688. /**
  122689. * Defines the task that was just processed
  122690. */
  122691. task: AbstractAssetTask;
  122692. }
  122693. /**
  122694. * Class used to share progress information about assets loading
  122695. */
  122696. export class AssetsProgressEvent implements IAssetsProgressEvent {
  122697. /**
  122698. * Defines the number of remaining tasks to process
  122699. */
  122700. remainingCount: number;
  122701. /**
  122702. * Defines the total number of tasks
  122703. */
  122704. totalCount: number;
  122705. /**
  122706. * Defines the task that was just processed
  122707. */
  122708. task: AbstractAssetTask;
  122709. /**
  122710. * Creates a AssetsProgressEvent
  122711. * @param remainingCount defines the number of remaining tasks to process
  122712. * @param totalCount defines the total number of tasks
  122713. * @param task defines the task that was just processed
  122714. */
  122715. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  122716. }
  122717. /**
  122718. * Define a task used by AssetsManager to load meshes
  122719. */
  122720. export class MeshAssetTask extends AbstractAssetTask {
  122721. /**
  122722. * Defines the name of the task
  122723. */
  122724. name: string;
  122725. /**
  122726. * Defines the list of mesh's names you want to load
  122727. */
  122728. meshesNames: any;
  122729. /**
  122730. * Defines the root url to use as a base to load your meshes and associated resources
  122731. */
  122732. rootUrl: string;
  122733. /**
  122734. * Defines the filename of the scene to load from
  122735. */
  122736. sceneFilename: string;
  122737. /**
  122738. * Gets the list of loaded meshes
  122739. */
  122740. loadedMeshes: Array<AbstractMesh>;
  122741. /**
  122742. * Gets the list of loaded particle systems
  122743. */
  122744. loadedParticleSystems: Array<IParticleSystem>;
  122745. /**
  122746. * Gets the list of loaded skeletons
  122747. */
  122748. loadedSkeletons: Array<Skeleton>;
  122749. /**
  122750. * Gets the list of loaded animation groups
  122751. */
  122752. loadedAnimationGroups: Array<AnimationGroup>;
  122753. /**
  122754. * Callback called when the task is successful
  122755. */
  122756. onSuccess: (task: MeshAssetTask) => void;
  122757. /**
  122758. * Callback called when the task is successful
  122759. */
  122760. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  122761. /**
  122762. * Creates a new MeshAssetTask
  122763. * @param name defines the name of the task
  122764. * @param meshesNames defines the list of mesh's names you want to load
  122765. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  122766. * @param sceneFilename defines the filename of the scene to load from
  122767. */
  122768. constructor(
  122769. /**
  122770. * Defines the name of the task
  122771. */
  122772. name: string,
  122773. /**
  122774. * Defines the list of mesh's names you want to load
  122775. */
  122776. meshesNames: any,
  122777. /**
  122778. * Defines the root url to use as a base to load your meshes and associated resources
  122779. */
  122780. rootUrl: string,
  122781. /**
  122782. * Defines the filename of the scene to load from
  122783. */
  122784. sceneFilename: string);
  122785. /**
  122786. * Execute the current task
  122787. * @param scene defines the scene where you want your assets to be loaded
  122788. * @param onSuccess is a callback called when the task is successfully executed
  122789. * @param onError is a callback called if an error occurs
  122790. */
  122791. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122792. }
  122793. /**
  122794. * Define a task used by AssetsManager to load text content
  122795. */
  122796. export class TextFileAssetTask extends AbstractAssetTask {
  122797. /**
  122798. * Defines the name of the task
  122799. */
  122800. name: string;
  122801. /**
  122802. * Defines the location of the file to load
  122803. */
  122804. url: string;
  122805. /**
  122806. * Gets the loaded text string
  122807. */
  122808. text: string;
  122809. /**
  122810. * Callback called when the task is successful
  122811. */
  122812. onSuccess: (task: TextFileAssetTask) => void;
  122813. /**
  122814. * Callback called when the task is successful
  122815. */
  122816. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  122817. /**
  122818. * Creates a new TextFileAssetTask object
  122819. * @param name defines the name of the task
  122820. * @param url defines the location of the file to load
  122821. */
  122822. constructor(
  122823. /**
  122824. * Defines the name of the task
  122825. */
  122826. name: string,
  122827. /**
  122828. * Defines the location of the file to load
  122829. */
  122830. url: string);
  122831. /**
  122832. * Execute the current task
  122833. * @param scene defines the scene where you want your assets to be loaded
  122834. * @param onSuccess is a callback called when the task is successfully executed
  122835. * @param onError is a callback called if an error occurs
  122836. */
  122837. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122838. }
  122839. /**
  122840. * Define a task used by AssetsManager to load binary data
  122841. */
  122842. export class BinaryFileAssetTask extends AbstractAssetTask {
  122843. /**
  122844. * Defines the name of the task
  122845. */
  122846. name: string;
  122847. /**
  122848. * Defines the location of the file to load
  122849. */
  122850. url: string;
  122851. /**
  122852. * Gets the lodaded data (as an array buffer)
  122853. */
  122854. data: ArrayBuffer;
  122855. /**
  122856. * Callback called when the task is successful
  122857. */
  122858. onSuccess: (task: BinaryFileAssetTask) => void;
  122859. /**
  122860. * Callback called when the task is successful
  122861. */
  122862. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  122863. /**
  122864. * Creates a new BinaryFileAssetTask object
  122865. * @param name defines the name of the new task
  122866. * @param url defines the location of the file to load
  122867. */
  122868. constructor(
  122869. /**
  122870. * Defines the name of the task
  122871. */
  122872. name: string,
  122873. /**
  122874. * Defines the location of the file to load
  122875. */
  122876. url: string);
  122877. /**
  122878. * Execute the current task
  122879. * @param scene defines the scene where you want your assets to be loaded
  122880. * @param onSuccess is a callback called when the task is successfully executed
  122881. * @param onError is a callback called if an error occurs
  122882. */
  122883. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122884. }
  122885. /**
  122886. * Define a task used by AssetsManager to load images
  122887. */
  122888. export class ImageAssetTask extends AbstractAssetTask {
  122889. /**
  122890. * Defines the name of the task
  122891. */
  122892. name: string;
  122893. /**
  122894. * Defines the location of the image to load
  122895. */
  122896. url: string;
  122897. /**
  122898. * Gets the loaded images
  122899. */
  122900. image: HTMLImageElement;
  122901. /**
  122902. * Callback called when the task is successful
  122903. */
  122904. onSuccess: (task: ImageAssetTask) => void;
  122905. /**
  122906. * Callback called when the task is successful
  122907. */
  122908. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  122909. /**
  122910. * Creates a new ImageAssetTask
  122911. * @param name defines the name of the task
  122912. * @param url defines the location of the image to load
  122913. */
  122914. constructor(
  122915. /**
  122916. * Defines the name of the task
  122917. */
  122918. name: string,
  122919. /**
  122920. * Defines the location of the image to load
  122921. */
  122922. url: string);
  122923. /**
  122924. * Execute the current task
  122925. * @param scene defines the scene where you want your assets to be loaded
  122926. * @param onSuccess is a callback called when the task is successfully executed
  122927. * @param onError is a callback called if an error occurs
  122928. */
  122929. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122930. }
  122931. /**
  122932. * Defines the interface used by texture loading tasks
  122933. */
  122934. export interface ITextureAssetTask<TEX extends BaseTexture> {
  122935. /**
  122936. * Gets the loaded texture
  122937. */
  122938. texture: TEX;
  122939. }
  122940. /**
  122941. * Define a task used by AssetsManager to load 2D textures
  122942. */
  122943. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  122944. /**
  122945. * Defines the name of the task
  122946. */
  122947. name: string;
  122948. /**
  122949. * Defines the location of the file to load
  122950. */
  122951. url: string;
  122952. /**
  122953. * Defines if mipmap should not be generated (default is false)
  122954. */
  122955. noMipmap?: boolean | undefined;
  122956. /**
  122957. * Defines if texture must be inverted on Y axis (default is false)
  122958. */
  122959. invertY?: boolean | undefined;
  122960. /**
  122961. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122962. */
  122963. samplingMode: number;
  122964. /**
  122965. * Gets the loaded texture
  122966. */
  122967. texture: Texture;
  122968. /**
  122969. * Callback called when the task is successful
  122970. */
  122971. onSuccess: (task: TextureAssetTask) => void;
  122972. /**
  122973. * Callback called when the task is successful
  122974. */
  122975. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  122976. /**
  122977. * Creates a new TextureAssetTask object
  122978. * @param name defines the name of the task
  122979. * @param url defines the location of the file to load
  122980. * @param noMipmap defines if mipmap should not be generated (default is false)
  122981. * @param invertY defines if texture must be inverted on Y axis (default is false)
  122982. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122983. */
  122984. constructor(
  122985. /**
  122986. * Defines the name of the task
  122987. */
  122988. name: string,
  122989. /**
  122990. * Defines the location of the file to load
  122991. */
  122992. url: string,
  122993. /**
  122994. * Defines if mipmap should not be generated (default is false)
  122995. */
  122996. noMipmap?: boolean | undefined,
  122997. /**
  122998. * Defines if texture must be inverted on Y axis (default is false)
  122999. */
  123000. invertY?: boolean | undefined,
  123001. /**
  123002. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123003. */
  123004. samplingMode?: number);
  123005. /**
  123006. * Execute the current task
  123007. * @param scene defines the scene where you want your assets to be loaded
  123008. * @param onSuccess is a callback called when the task is successfully executed
  123009. * @param onError is a callback called if an error occurs
  123010. */
  123011. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123012. }
  123013. /**
  123014. * Define a task used by AssetsManager to load cube textures
  123015. */
  123016. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  123017. /**
  123018. * Defines the name of the task
  123019. */
  123020. name: string;
  123021. /**
  123022. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123023. */
  123024. url: string;
  123025. /**
  123026. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123027. */
  123028. extensions?: string[] | undefined;
  123029. /**
  123030. * Defines if mipmaps should not be generated (default is false)
  123031. */
  123032. noMipmap?: boolean | undefined;
  123033. /**
  123034. * Defines the explicit list of files (undefined by default)
  123035. */
  123036. files?: string[] | undefined;
  123037. /**
  123038. * Gets the loaded texture
  123039. */
  123040. texture: CubeTexture;
  123041. /**
  123042. * Callback called when the task is successful
  123043. */
  123044. onSuccess: (task: CubeTextureAssetTask) => void;
  123045. /**
  123046. * Callback called when the task is successful
  123047. */
  123048. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  123049. /**
  123050. * Creates a new CubeTextureAssetTask
  123051. * @param name defines the name of the task
  123052. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123053. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123054. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123055. * @param files defines the explicit list of files (undefined by default)
  123056. */
  123057. constructor(
  123058. /**
  123059. * Defines the name of the task
  123060. */
  123061. name: string,
  123062. /**
  123063. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123064. */
  123065. url: string,
  123066. /**
  123067. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123068. */
  123069. extensions?: string[] | undefined,
  123070. /**
  123071. * Defines if mipmaps should not be generated (default is false)
  123072. */
  123073. noMipmap?: boolean | undefined,
  123074. /**
  123075. * Defines the explicit list of files (undefined by default)
  123076. */
  123077. files?: string[] | undefined);
  123078. /**
  123079. * Execute the current task
  123080. * @param scene defines the scene where you want your assets to be loaded
  123081. * @param onSuccess is a callback called when the task is successfully executed
  123082. * @param onError is a callback called if an error occurs
  123083. */
  123084. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123085. }
  123086. /**
  123087. * Define a task used by AssetsManager to load HDR cube textures
  123088. */
  123089. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  123090. /**
  123091. * Defines the name of the task
  123092. */
  123093. name: string;
  123094. /**
  123095. * Defines the location of the file to load
  123096. */
  123097. url: string;
  123098. /**
  123099. * Defines the desired size (the more it increases the longer the generation will be)
  123100. */
  123101. size: number;
  123102. /**
  123103. * Defines if mipmaps should not be generated (default is false)
  123104. */
  123105. noMipmap: boolean;
  123106. /**
  123107. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123108. */
  123109. generateHarmonics: boolean;
  123110. /**
  123111. * 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)
  123112. */
  123113. gammaSpace: boolean;
  123114. /**
  123115. * Internal Use Only
  123116. */
  123117. reserved: boolean;
  123118. /**
  123119. * Gets the loaded texture
  123120. */
  123121. texture: HDRCubeTexture;
  123122. /**
  123123. * Callback called when the task is successful
  123124. */
  123125. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  123126. /**
  123127. * Callback called when the task is successful
  123128. */
  123129. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  123130. /**
  123131. * Creates a new HDRCubeTextureAssetTask object
  123132. * @param name defines the name of the task
  123133. * @param url defines the location of the file to load
  123134. * @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.
  123135. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123136. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123137. * @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)
  123138. * @param reserved Internal use only
  123139. */
  123140. constructor(
  123141. /**
  123142. * Defines the name of the task
  123143. */
  123144. name: string,
  123145. /**
  123146. * Defines the location of the file to load
  123147. */
  123148. url: string,
  123149. /**
  123150. * Defines the desired size (the more it increases the longer the generation will be)
  123151. */
  123152. size: number,
  123153. /**
  123154. * Defines if mipmaps should not be generated (default is false)
  123155. */
  123156. noMipmap?: boolean,
  123157. /**
  123158. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123159. */
  123160. generateHarmonics?: boolean,
  123161. /**
  123162. * 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)
  123163. */
  123164. gammaSpace?: boolean,
  123165. /**
  123166. * Internal Use Only
  123167. */
  123168. reserved?: boolean);
  123169. /**
  123170. * Execute the current task
  123171. * @param scene defines the scene where you want your assets to be loaded
  123172. * @param onSuccess is a callback called when the task is successfully executed
  123173. * @param onError is a callback called if an error occurs
  123174. */
  123175. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123176. }
  123177. /**
  123178. * Define a task used by AssetsManager to load Equirectangular cube textures
  123179. */
  123180. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123181. /**
  123182. * Defines the name of the task
  123183. */
  123184. name: string;
  123185. /**
  123186. * Defines the location of the file to load
  123187. */
  123188. url: string;
  123189. /**
  123190. * Defines the desired size (the more it increases the longer the generation will be)
  123191. */
  123192. size: number;
  123193. /**
  123194. * Defines if mipmaps should not be generated (default is false)
  123195. */
  123196. noMipmap: boolean;
  123197. /**
  123198. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123199. * but the standard material would require them in Gamma space) (default is true)
  123200. */
  123201. gammaSpace: boolean;
  123202. /**
  123203. * Gets the loaded texture
  123204. */
  123205. texture: EquiRectangularCubeTexture;
  123206. /**
  123207. * Callback called when the task is successful
  123208. */
  123209. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123210. /**
  123211. * Callback called when the task is successful
  123212. */
  123213. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123214. /**
  123215. * Creates a new EquiRectangularCubeTextureAssetTask object
  123216. * @param name defines the name of the task
  123217. * @param url defines the location of the file to load
  123218. * @param size defines the desired size (the more it increases the longer the generation will be)
  123219. * If the size is omitted this implies you are using a preprocessed cubemap.
  123220. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123221. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123222. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123223. * (default is true)
  123224. */
  123225. constructor(
  123226. /**
  123227. * Defines the name of the task
  123228. */
  123229. name: string,
  123230. /**
  123231. * Defines the location of the file to load
  123232. */
  123233. url: string,
  123234. /**
  123235. * Defines the desired size (the more it increases the longer the generation will be)
  123236. */
  123237. size: number,
  123238. /**
  123239. * Defines if mipmaps should not be generated (default is false)
  123240. */
  123241. noMipmap?: boolean,
  123242. /**
  123243. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123244. * but the standard material would require them in Gamma space) (default is true)
  123245. */
  123246. gammaSpace?: boolean);
  123247. /**
  123248. * Execute the current task
  123249. * @param scene defines the scene where you want your assets to be loaded
  123250. * @param onSuccess is a callback called when the task is successfully executed
  123251. * @param onError is a callback called if an error occurs
  123252. */
  123253. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123254. }
  123255. /**
  123256. * This class can be used to easily import assets into a scene
  123257. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123258. */
  123259. export class AssetsManager {
  123260. private _scene;
  123261. private _isLoading;
  123262. protected _tasks: AbstractAssetTask[];
  123263. protected _waitingTasksCount: number;
  123264. protected _totalTasksCount: number;
  123265. /**
  123266. * Callback called when all tasks are processed
  123267. */
  123268. onFinish: (tasks: AbstractAssetTask[]) => void;
  123269. /**
  123270. * Callback called when a task is successful
  123271. */
  123272. onTaskSuccess: (task: AbstractAssetTask) => void;
  123273. /**
  123274. * Callback called when a task had an error
  123275. */
  123276. onTaskError: (task: AbstractAssetTask) => void;
  123277. /**
  123278. * Callback called when a task is done (whatever the result is)
  123279. */
  123280. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123281. /**
  123282. * Observable called when all tasks are processed
  123283. */
  123284. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123285. /**
  123286. * Observable called when a task had an error
  123287. */
  123288. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123289. /**
  123290. * Observable called when all tasks were executed
  123291. */
  123292. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123293. /**
  123294. * Observable called when a task is done (whatever the result is)
  123295. */
  123296. onProgressObservable: Observable<IAssetsProgressEvent>;
  123297. /**
  123298. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123299. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123300. */
  123301. useDefaultLoadingScreen: boolean;
  123302. /**
  123303. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123304. * when all assets have been downloaded.
  123305. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123306. */
  123307. autoHideLoadingUI: boolean;
  123308. /**
  123309. * Creates a new AssetsManager
  123310. * @param scene defines the scene to work on
  123311. */
  123312. constructor(scene: Scene);
  123313. /**
  123314. * Add a MeshAssetTask to the list of active tasks
  123315. * @param taskName defines the name of the new task
  123316. * @param meshesNames defines the name of meshes to load
  123317. * @param rootUrl defines the root url to use to locate files
  123318. * @param sceneFilename defines the filename of the scene file
  123319. * @returns a new MeshAssetTask object
  123320. */
  123321. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123322. /**
  123323. * Add a TextFileAssetTask to the list of active tasks
  123324. * @param taskName defines the name of the new task
  123325. * @param url defines the url of the file to load
  123326. * @returns a new TextFileAssetTask object
  123327. */
  123328. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123329. /**
  123330. * Add a BinaryFileAssetTask to the list of active tasks
  123331. * @param taskName defines the name of the new task
  123332. * @param url defines the url of the file to load
  123333. * @returns a new BinaryFileAssetTask object
  123334. */
  123335. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123336. /**
  123337. * Add a ImageAssetTask to the list of active tasks
  123338. * @param taskName defines the name of the new task
  123339. * @param url defines the url of the file to load
  123340. * @returns a new ImageAssetTask object
  123341. */
  123342. addImageTask(taskName: string, url: string): ImageAssetTask;
  123343. /**
  123344. * Add a TextureAssetTask to the list of active tasks
  123345. * @param taskName defines the name of the new task
  123346. * @param url defines the url of the file to load
  123347. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123348. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123349. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123350. * @returns a new TextureAssetTask object
  123351. */
  123352. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123353. /**
  123354. * Add a CubeTextureAssetTask to the list of active tasks
  123355. * @param taskName defines the name of the new task
  123356. * @param url defines the url of the file to load
  123357. * @param extensions defines the extension to use to load the cube map (can be null)
  123358. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123359. * @param files defines the list of files to load (can be null)
  123360. * @returns a new CubeTextureAssetTask object
  123361. */
  123362. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123363. /**
  123364. *
  123365. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123366. * @param taskName defines the name of the new task
  123367. * @param url defines the url of the file to load
  123368. * @param size defines the size you want for the cubemap (can be null)
  123369. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123370. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123371. * @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)
  123372. * @param reserved Internal use only
  123373. * @returns a new HDRCubeTextureAssetTask object
  123374. */
  123375. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123376. /**
  123377. *
  123378. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123379. * @param taskName defines the name of the new task
  123380. * @param url defines the url of the file to load
  123381. * @param size defines the size you want for the cubemap (can be null)
  123382. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123383. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123384. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123385. * @returns a new EquiRectangularCubeTextureAssetTask object
  123386. */
  123387. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123388. /**
  123389. * Remove a task from the assets manager.
  123390. * @param task the task to remove
  123391. */
  123392. removeTask(task: AbstractAssetTask): void;
  123393. private _decreaseWaitingTasksCount;
  123394. private _runTask;
  123395. /**
  123396. * Reset the AssetsManager and remove all tasks
  123397. * @return the current instance of the AssetsManager
  123398. */
  123399. reset(): AssetsManager;
  123400. /**
  123401. * Start the loading process
  123402. * @return the current instance of the AssetsManager
  123403. */
  123404. load(): AssetsManager;
  123405. /**
  123406. * Start the loading process as an async operation
  123407. * @return a promise returning the list of failed tasks
  123408. */
  123409. loadAsync(): Promise<void>;
  123410. }
  123411. }
  123412. declare module BABYLON {
  123413. /**
  123414. * Wrapper class for promise with external resolve and reject.
  123415. */
  123416. export class Deferred<T> {
  123417. /**
  123418. * The promise associated with this deferred object.
  123419. */
  123420. readonly promise: Promise<T>;
  123421. private _resolve;
  123422. private _reject;
  123423. /**
  123424. * The resolve method of the promise associated with this deferred object.
  123425. */
  123426. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123427. /**
  123428. * The reject method of the promise associated with this deferred object.
  123429. */
  123430. readonly reject: (reason?: any) => void;
  123431. /**
  123432. * Constructor for this deferred object.
  123433. */
  123434. constructor();
  123435. }
  123436. }
  123437. declare module BABYLON {
  123438. /**
  123439. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123440. */
  123441. export class MeshExploder {
  123442. private _centerMesh;
  123443. private _meshes;
  123444. private _meshesOrigins;
  123445. private _toCenterVectors;
  123446. private _scaledDirection;
  123447. private _newPosition;
  123448. private _centerPosition;
  123449. /**
  123450. * Explodes meshes from a center mesh.
  123451. * @param meshes The meshes to explode.
  123452. * @param centerMesh The mesh to be center of explosion.
  123453. */
  123454. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123455. private _setCenterMesh;
  123456. /**
  123457. * Get class name
  123458. * @returns "MeshExploder"
  123459. */
  123460. getClassName(): string;
  123461. /**
  123462. * "Exploded meshes"
  123463. * @returns Array of meshes with the centerMesh at index 0.
  123464. */
  123465. getMeshes(): Array<Mesh>;
  123466. /**
  123467. * Explodes meshes giving a specific direction
  123468. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123469. */
  123470. explode(direction?: number): void;
  123471. }
  123472. }
  123473. declare module BABYLON {
  123474. /**
  123475. * Class used to help managing file picking and drag'n'drop
  123476. */
  123477. export class FilesInput {
  123478. /**
  123479. * List of files ready to be loaded
  123480. */
  123481. static readonly FilesToLoad: {
  123482. [key: string]: File;
  123483. };
  123484. /**
  123485. * Callback called when a file is processed
  123486. */
  123487. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123488. private _engine;
  123489. private _currentScene;
  123490. private _sceneLoadedCallback;
  123491. private _progressCallback;
  123492. private _additionalRenderLoopLogicCallback;
  123493. private _textureLoadingCallback;
  123494. private _startingProcessingFilesCallback;
  123495. private _onReloadCallback;
  123496. private _errorCallback;
  123497. private _elementToMonitor;
  123498. private _sceneFileToLoad;
  123499. private _filesToLoad;
  123500. /**
  123501. * Creates a new FilesInput
  123502. * @param engine defines the rendering engine
  123503. * @param scene defines the hosting scene
  123504. * @param sceneLoadedCallback callback called when scene is loaded
  123505. * @param progressCallback callback called to track progress
  123506. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123507. * @param textureLoadingCallback callback called when a texture is loading
  123508. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123509. * @param onReloadCallback callback called when a reload is requested
  123510. * @param errorCallback callback call if an error occurs
  123511. */
  123512. 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);
  123513. private _dragEnterHandler;
  123514. private _dragOverHandler;
  123515. private _dropHandler;
  123516. /**
  123517. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123518. * @param elementToMonitor defines the DOM element to track
  123519. */
  123520. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123521. /**
  123522. * Release all associated resources
  123523. */
  123524. dispose(): void;
  123525. private renderFunction;
  123526. private drag;
  123527. private drop;
  123528. private _traverseFolder;
  123529. private _processFiles;
  123530. /**
  123531. * Load files from a drop event
  123532. * @param event defines the drop event to use as source
  123533. */
  123534. loadFiles(event: any): void;
  123535. private _processReload;
  123536. /**
  123537. * Reload the current scene from the loaded files
  123538. */
  123539. reload(): void;
  123540. }
  123541. }
  123542. declare module BABYLON {
  123543. /**
  123544. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123545. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123546. */
  123547. export class SceneOptimization {
  123548. /**
  123549. * Defines the priority of this optimization (0 by default which means first in the list)
  123550. */
  123551. priority: number;
  123552. /**
  123553. * Gets a string describing the action executed by the current optimization
  123554. * @returns description string
  123555. */
  123556. getDescription(): string;
  123557. /**
  123558. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123559. * @param scene defines the current scene where to apply this optimization
  123560. * @param optimizer defines the current optimizer
  123561. * @returns true if everything that can be done was applied
  123562. */
  123563. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123564. /**
  123565. * Creates the SceneOptimization object
  123566. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123567. * @param desc defines the description associated with the optimization
  123568. */
  123569. constructor(
  123570. /**
  123571. * Defines the priority of this optimization (0 by default which means first in the list)
  123572. */
  123573. priority?: number);
  123574. }
  123575. /**
  123576. * Defines an optimization used to reduce the size of render target textures
  123577. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123578. */
  123579. export class TextureOptimization extends SceneOptimization {
  123580. /**
  123581. * Defines the priority of this optimization (0 by default which means first in the list)
  123582. */
  123583. priority: number;
  123584. /**
  123585. * 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
  123586. */
  123587. maximumSize: number;
  123588. /**
  123589. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123590. */
  123591. step: number;
  123592. /**
  123593. * Gets a string describing the action executed by the current optimization
  123594. * @returns description string
  123595. */
  123596. getDescription(): string;
  123597. /**
  123598. * Creates the TextureOptimization object
  123599. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123600. * @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
  123601. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123602. */
  123603. constructor(
  123604. /**
  123605. * Defines the priority of this optimization (0 by default which means first in the list)
  123606. */
  123607. priority?: number,
  123608. /**
  123609. * 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
  123610. */
  123611. maximumSize?: number,
  123612. /**
  123613. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123614. */
  123615. step?: number);
  123616. /**
  123617. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123618. * @param scene defines the current scene where to apply this optimization
  123619. * @param optimizer defines the current optimizer
  123620. * @returns true if everything that can be done was applied
  123621. */
  123622. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123623. }
  123624. /**
  123625. * Defines an optimization used to increase or decrease the rendering resolution
  123626. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123627. */
  123628. export class HardwareScalingOptimization extends SceneOptimization {
  123629. /**
  123630. * Defines the priority of this optimization (0 by default which means first in the list)
  123631. */
  123632. priority: number;
  123633. /**
  123634. * Defines the maximum scale to use (2 by default)
  123635. */
  123636. maximumScale: number;
  123637. /**
  123638. * Defines the step to use between two passes (0.5 by default)
  123639. */
  123640. step: number;
  123641. private _currentScale;
  123642. private _directionOffset;
  123643. /**
  123644. * Gets a string describing the action executed by the current optimization
  123645. * @return description string
  123646. */
  123647. getDescription(): string;
  123648. /**
  123649. * Creates the HardwareScalingOptimization object
  123650. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123651. * @param maximumScale defines the maximum scale to use (2 by default)
  123652. * @param step defines the step to use between two passes (0.5 by default)
  123653. */
  123654. constructor(
  123655. /**
  123656. * Defines the priority of this optimization (0 by default which means first in the list)
  123657. */
  123658. priority?: number,
  123659. /**
  123660. * Defines the maximum scale to use (2 by default)
  123661. */
  123662. maximumScale?: number,
  123663. /**
  123664. * Defines the step to use between two passes (0.5 by default)
  123665. */
  123666. step?: number);
  123667. /**
  123668. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123669. * @param scene defines the current scene where to apply this optimization
  123670. * @param optimizer defines the current optimizer
  123671. * @returns true if everything that can be done was applied
  123672. */
  123673. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123674. }
  123675. /**
  123676. * Defines an optimization used to remove shadows
  123677. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123678. */
  123679. export class ShadowsOptimization extends SceneOptimization {
  123680. /**
  123681. * Gets a string describing the action executed by the current optimization
  123682. * @return description string
  123683. */
  123684. getDescription(): string;
  123685. /**
  123686. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123687. * @param scene defines the current scene where to apply this optimization
  123688. * @param optimizer defines the current optimizer
  123689. * @returns true if everything that can be done was applied
  123690. */
  123691. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123692. }
  123693. /**
  123694. * Defines an optimization used to turn post-processes off
  123695. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123696. */
  123697. export class PostProcessesOptimization extends SceneOptimization {
  123698. /**
  123699. * Gets a string describing the action executed by the current optimization
  123700. * @return description string
  123701. */
  123702. getDescription(): string;
  123703. /**
  123704. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123705. * @param scene defines the current scene where to apply this optimization
  123706. * @param optimizer defines the current optimizer
  123707. * @returns true if everything that can be done was applied
  123708. */
  123709. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123710. }
  123711. /**
  123712. * Defines an optimization used to turn lens flares off
  123713. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123714. */
  123715. export class LensFlaresOptimization extends SceneOptimization {
  123716. /**
  123717. * Gets a string describing the action executed by the current optimization
  123718. * @return description string
  123719. */
  123720. getDescription(): string;
  123721. /**
  123722. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123723. * @param scene defines the current scene where to apply this optimization
  123724. * @param optimizer defines the current optimizer
  123725. * @returns true if everything that can be done was applied
  123726. */
  123727. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123728. }
  123729. /**
  123730. * Defines an optimization based on user defined callback.
  123731. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123732. */
  123733. export class CustomOptimization extends SceneOptimization {
  123734. /**
  123735. * Callback called to apply the custom optimization.
  123736. */
  123737. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  123738. /**
  123739. * Callback called to get custom description
  123740. */
  123741. onGetDescription: () => string;
  123742. /**
  123743. * Gets a string describing the action executed by the current optimization
  123744. * @returns description string
  123745. */
  123746. getDescription(): string;
  123747. /**
  123748. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123749. * @param scene defines the current scene where to apply this optimization
  123750. * @param optimizer defines the current optimizer
  123751. * @returns true if everything that can be done was applied
  123752. */
  123753. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123754. }
  123755. /**
  123756. * Defines an optimization used to turn particles off
  123757. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123758. */
  123759. export class ParticlesOptimization extends SceneOptimization {
  123760. /**
  123761. * Gets a string describing the action executed by the current optimization
  123762. * @return description string
  123763. */
  123764. getDescription(): string;
  123765. /**
  123766. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123767. * @param scene defines the current scene where to apply this optimization
  123768. * @param optimizer defines the current optimizer
  123769. * @returns true if everything that can be done was applied
  123770. */
  123771. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123772. }
  123773. /**
  123774. * Defines an optimization used to turn render targets off
  123775. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123776. */
  123777. export class RenderTargetsOptimization extends SceneOptimization {
  123778. /**
  123779. * Gets a string describing the action executed by the current optimization
  123780. * @return description string
  123781. */
  123782. getDescription(): string;
  123783. /**
  123784. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123785. * @param scene defines the current scene where to apply this optimization
  123786. * @param optimizer defines the current optimizer
  123787. * @returns true if everything that can be done was applied
  123788. */
  123789. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123790. }
  123791. /**
  123792. * Defines an optimization used to merge meshes with compatible materials
  123793. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123794. */
  123795. export class MergeMeshesOptimization extends SceneOptimization {
  123796. private static _UpdateSelectionTree;
  123797. /**
  123798. * Gets or sets a boolean which defines if optimization octree has to be updated
  123799. */
  123800. /**
  123801. * Gets or sets a boolean which defines if optimization octree has to be updated
  123802. */
  123803. static UpdateSelectionTree: boolean;
  123804. /**
  123805. * Gets a string describing the action executed by the current optimization
  123806. * @return description string
  123807. */
  123808. getDescription(): string;
  123809. private _canBeMerged;
  123810. /**
  123811. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123812. * @param scene defines the current scene where to apply this optimization
  123813. * @param optimizer defines the current optimizer
  123814. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  123815. * @returns true if everything that can be done was applied
  123816. */
  123817. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  123818. }
  123819. /**
  123820. * Defines a list of options used by SceneOptimizer
  123821. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123822. */
  123823. export class SceneOptimizerOptions {
  123824. /**
  123825. * Defines the target frame rate to reach (60 by default)
  123826. */
  123827. targetFrameRate: number;
  123828. /**
  123829. * Defines the interval between two checkes (2000ms by default)
  123830. */
  123831. trackerDuration: number;
  123832. /**
  123833. * Gets the list of optimizations to apply
  123834. */
  123835. optimizations: SceneOptimization[];
  123836. /**
  123837. * Creates a new list of options used by SceneOptimizer
  123838. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  123839. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  123840. */
  123841. constructor(
  123842. /**
  123843. * Defines the target frame rate to reach (60 by default)
  123844. */
  123845. targetFrameRate?: number,
  123846. /**
  123847. * Defines the interval between two checkes (2000ms by default)
  123848. */
  123849. trackerDuration?: number);
  123850. /**
  123851. * Add a new optimization
  123852. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  123853. * @returns the current SceneOptimizerOptions
  123854. */
  123855. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  123856. /**
  123857. * Add a new custom optimization
  123858. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  123859. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  123860. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123861. * @returns the current SceneOptimizerOptions
  123862. */
  123863. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  123864. /**
  123865. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  123866. * @param targetFrameRate defines the target frame rate (60 by default)
  123867. * @returns a SceneOptimizerOptions object
  123868. */
  123869. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123870. /**
  123871. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  123872. * @param targetFrameRate defines the target frame rate (60 by default)
  123873. * @returns a SceneOptimizerOptions object
  123874. */
  123875. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123876. /**
  123877. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  123878. * @param targetFrameRate defines the target frame rate (60 by default)
  123879. * @returns a SceneOptimizerOptions object
  123880. */
  123881. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123882. }
  123883. /**
  123884. * Class used to run optimizations in order to reach a target frame rate
  123885. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123886. */
  123887. export class SceneOptimizer implements IDisposable {
  123888. private _isRunning;
  123889. private _options;
  123890. private _scene;
  123891. private _currentPriorityLevel;
  123892. private _targetFrameRate;
  123893. private _trackerDuration;
  123894. private _currentFrameRate;
  123895. private _sceneDisposeObserver;
  123896. private _improvementMode;
  123897. /**
  123898. * Defines an observable called when the optimizer reaches the target frame rate
  123899. */
  123900. onSuccessObservable: Observable<SceneOptimizer>;
  123901. /**
  123902. * Defines an observable called when the optimizer enables an optimization
  123903. */
  123904. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  123905. /**
  123906. * Defines an observable called when the optimizer is not able to reach the target frame rate
  123907. */
  123908. onFailureObservable: Observable<SceneOptimizer>;
  123909. /**
  123910. * Gets a boolean indicating if the optimizer is in improvement mode
  123911. */
  123912. readonly isInImprovementMode: boolean;
  123913. /**
  123914. * Gets the current priority level (0 at start)
  123915. */
  123916. readonly currentPriorityLevel: number;
  123917. /**
  123918. * Gets the current frame rate checked by the SceneOptimizer
  123919. */
  123920. readonly currentFrameRate: number;
  123921. /**
  123922. * Gets or sets the current target frame rate (60 by default)
  123923. */
  123924. /**
  123925. * Gets or sets the current target frame rate (60 by default)
  123926. */
  123927. targetFrameRate: number;
  123928. /**
  123929. * Gets or sets the current interval between two checks (every 2000ms by default)
  123930. */
  123931. /**
  123932. * Gets or sets the current interval between two checks (every 2000ms by default)
  123933. */
  123934. trackerDuration: number;
  123935. /**
  123936. * Gets the list of active optimizations
  123937. */
  123938. readonly optimizations: SceneOptimization[];
  123939. /**
  123940. * Creates a new SceneOptimizer
  123941. * @param scene defines the scene to work on
  123942. * @param options defines the options to use with the SceneOptimizer
  123943. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  123944. * @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)
  123945. */
  123946. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  123947. /**
  123948. * Stops the current optimizer
  123949. */
  123950. stop(): void;
  123951. /**
  123952. * Reset the optimizer to initial step (current priority level = 0)
  123953. */
  123954. reset(): void;
  123955. /**
  123956. * Start the optimizer. By default it will try to reach a specific framerate
  123957. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  123958. */
  123959. start(): void;
  123960. private _checkCurrentState;
  123961. /**
  123962. * Release all resources
  123963. */
  123964. dispose(): void;
  123965. /**
  123966. * Helper function to create a SceneOptimizer with one single line of code
  123967. * @param scene defines the scene to work on
  123968. * @param options defines the options to use with the SceneOptimizer
  123969. * @param onSuccess defines a callback to call on success
  123970. * @param onFailure defines a callback to call on failure
  123971. * @returns the new SceneOptimizer object
  123972. */
  123973. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  123974. }
  123975. }
  123976. declare module BABYLON {
  123977. /**
  123978. * Class used to serialize a scene into a string
  123979. */
  123980. export class SceneSerializer {
  123981. /**
  123982. * Clear cache used by a previous serialization
  123983. */
  123984. static ClearCache(): void;
  123985. /**
  123986. * Serialize a scene into a JSON compatible object
  123987. * @param scene defines the scene to serialize
  123988. * @returns a JSON compatible object
  123989. */
  123990. static Serialize(scene: Scene): any;
  123991. /**
  123992. * Serialize a mesh into a JSON compatible object
  123993. * @param toSerialize defines the mesh to serialize
  123994. * @param withParents defines if parents must be serialized as well
  123995. * @param withChildren defines if children must be serialized as well
  123996. * @returns a JSON compatible object
  123997. */
  123998. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  123999. }
  124000. }
  124001. declare module BABYLON {
  124002. /**
  124003. * Class used to host texture specific utilities
  124004. */
  124005. export class TextureTools {
  124006. /**
  124007. * Uses the GPU to create a copy texture rescaled at a given size
  124008. * @param texture Texture to copy from
  124009. * @param width defines the desired width
  124010. * @param height defines the desired height
  124011. * @param useBilinearMode defines if bilinear mode has to be used
  124012. * @return the generated texture
  124013. */
  124014. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  124015. }
  124016. }
  124017. declare module BABYLON {
  124018. /**
  124019. * This represents the different options available for the video capture.
  124020. */
  124021. export interface VideoRecorderOptions {
  124022. /** Defines the mime type of the video. */
  124023. mimeType: string;
  124024. /** Defines the FPS the video should be recorded at. */
  124025. fps: number;
  124026. /** Defines the chunk size for the recording data. */
  124027. recordChunckSize: number;
  124028. /** The audio tracks to attach to the recording. */
  124029. audioTracks?: MediaStreamTrack[];
  124030. }
  124031. /**
  124032. * This can help with recording videos from BabylonJS.
  124033. * This is based on the available WebRTC functionalities of the browser.
  124034. *
  124035. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  124036. */
  124037. export class VideoRecorder {
  124038. private static readonly _defaultOptions;
  124039. /**
  124040. * Returns whether or not the VideoRecorder is available in your browser.
  124041. * @param engine Defines the Babylon Engine.
  124042. * @returns true if supported otherwise false.
  124043. */
  124044. static IsSupported(engine: Engine): boolean;
  124045. private readonly _options;
  124046. private _canvas;
  124047. private _mediaRecorder;
  124048. private _recordedChunks;
  124049. private _fileName;
  124050. private _resolve;
  124051. private _reject;
  124052. /**
  124053. * True when a recording is already in progress.
  124054. */
  124055. readonly isRecording: boolean;
  124056. /**
  124057. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  124058. * @param engine Defines the BabylonJS Engine you wish to record.
  124059. * @param options Defines options that can be used to customize the capture.
  124060. */
  124061. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  124062. /**
  124063. * Stops the current recording before the default capture timeout passed in the startRecording function.
  124064. */
  124065. stopRecording(): void;
  124066. /**
  124067. * Starts recording the canvas for a max duration specified in parameters.
  124068. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  124069. * If null no automatic download will start and you can rely on the promise to get the data back.
  124070. * @param maxDuration Defines the maximum recording time in seconds.
  124071. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  124072. * @return A promise callback at the end of the recording with the video data in Blob.
  124073. */
  124074. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  124075. /**
  124076. * Releases internal resources used during the recording.
  124077. */
  124078. dispose(): void;
  124079. private _handleDataAvailable;
  124080. private _handleError;
  124081. private _handleStop;
  124082. }
  124083. }
  124084. declare module BABYLON {
  124085. /**
  124086. * Class containing a set of static utilities functions for screenshots
  124087. */
  124088. export class ScreenshotTools {
  124089. /**
  124090. * Captures a screenshot of the current rendering
  124091. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124092. * @param engine defines the rendering engine
  124093. * @param camera defines the source camera
  124094. * @param size This parameter can be set to a single number or to an object with the
  124095. * following (optional) properties: precision, width, height. If a single number is passed,
  124096. * it will be used for both width and height. If an object is passed, the screenshot size
  124097. * will be derived from the parameters. The precision property is a multiplier allowing
  124098. * rendering at a higher or lower resolution
  124099. * @param successCallback defines the callback receives a single parameter which contains the
  124100. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124101. * src parameter of an <img> to display it
  124102. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124103. * Check your browser for supported MIME types
  124104. */
  124105. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  124106. /**
  124107. * Captures a screenshot of the current rendering
  124108. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124109. * @param engine defines the rendering engine
  124110. * @param camera defines the source camera
  124111. * @param size This parameter can be set to a single number or to an object with the
  124112. * following (optional) properties: precision, width, height. If a single number is passed,
  124113. * it will be used for both width and height. If an object is passed, the screenshot size
  124114. * will be derived from the parameters. The precision property is a multiplier allowing
  124115. * rendering at a higher or lower resolution
  124116. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124117. * Check your browser for supported MIME types
  124118. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124119. * to the src parameter of an <img> to display it
  124120. */
  124121. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  124122. /**
  124123. * Generates an image screenshot from the specified camera.
  124124. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124125. * @param engine The engine to use for rendering
  124126. * @param camera The camera to use for rendering
  124127. * @param size This parameter can be set to a single number or to an object with the
  124128. * following (optional) properties: precision, width, height. If a single number is passed,
  124129. * it will be used for both width and height. If an object is passed, the screenshot size
  124130. * will be derived from the parameters. The precision property is a multiplier allowing
  124131. * rendering at a higher or lower resolution
  124132. * @param successCallback The callback receives a single parameter which contains the
  124133. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124134. * src parameter of an <img> to display it
  124135. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124136. * Check your browser for supported MIME types
  124137. * @param samples Texture samples (default: 1)
  124138. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124139. * @param fileName A name for for the downloaded file.
  124140. */
  124141. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  124142. /**
  124143. * Generates an image screenshot from the specified camera.
  124144. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124145. * @param engine The engine to use for rendering
  124146. * @param camera The camera to use for rendering
  124147. * @param size This parameter can be set to a single number or to an object with the
  124148. * following (optional) properties: precision, width, height. If a single number is passed,
  124149. * it will be used for both width and height. If an object is passed, the screenshot size
  124150. * will be derived from the parameters. The precision property is a multiplier allowing
  124151. * rendering at a higher or lower resolution
  124152. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124153. * Check your browser for supported MIME types
  124154. * @param samples Texture samples (default: 1)
  124155. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124156. * @param fileName A name for for the downloaded file.
  124157. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124158. * to the src parameter of an <img> to display it
  124159. */
  124160. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  124161. }
  124162. }
  124163. declare module BABYLON {
  124164. /**
  124165. * A cursor which tracks a point on a path
  124166. */
  124167. export class PathCursor {
  124168. private path;
  124169. /**
  124170. * Stores path cursor callbacks for when an onchange event is triggered
  124171. */
  124172. private _onchange;
  124173. /**
  124174. * The value of the path cursor
  124175. */
  124176. value: number;
  124177. /**
  124178. * The animation array of the path cursor
  124179. */
  124180. animations: Animation[];
  124181. /**
  124182. * Initializes the path cursor
  124183. * @param path The path to track
  124184. */
  124185. constructor(path: Path2);
  124186. /**
  124187. * Gets the cursor point on the path
  124188. * @returns A point on the path cursor at the cursor location
  124189. */
  124190. getPoint(): Vector3;
  124191. /**
  124192. * Moves the cursor ahead by the step amount
  124193. * @param step The amount to move the cursor forward
  124194. * @returns This path cursor
  124195. */
  124196. moveAhead(step?: number): PathCursor;
  124197. /**
  124198. * Moves the cursor behind by the step amount
  124199. * @param step The amount to move the cursor back
  124200. * @returns This path cursor
  124201. */
  124202. moveBack(step?: number): PathCursor;
  124203. /**
  124204. * Moves the cursor by the step amount
  124205. * If the step amount is greater than one, an exception is thrown
  124206. * @param step The amount to move the cursor
  124207. * @returns This path cursor
  124208. */
  124209. move(step: number): PathCursor;
  124210. /**
  124211. * Ensures that the value is limited between zero and one
  124212. * @returns This path cursor
  124213. */
  124214. private ensureLimits;
  124215. /**
  124216. * Runs onchange callbacks on change (used by the animation engine)
  124217. * @returns This path cursor
  124218. */
  124219. private raiseOnChange;
  124220. /**
  124221. * Executes a function on change
  124222. * @param f A path cursor onchange callback
  124223. * @returns This path cursor
  124224. */
  124225. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124226. }
  124227. }
  124228. declare module BABYLON {
  124229. /** @hidden */
  124230. export var blurPixelShader: {
  124231. name: string;
  124232. shader: string;
  124233. };
  124234. }
  124235. declare module BABYLON {
  124236. /** @hidden */
  124237. export var pointCloudVertexDeclaration: {
  124238. name: string;
  124239. shader: string;
  124240. };
  124241. }
  124242. // Mixins
  124243. interface Window {
  124244. mozIndexedDB: IDBFactory;
  124245. webkitIndexedDB: IDBFactory;
  124246. msIndexedDB: IDBFactory;
  124247. webkitURL: typeof URL;
  124248. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124249. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124250. WebGLRenderingContext: WebGLRenderingContext;
  124251. MSGesture: MSGesture;
  124252. CANNON: any;
  124253. AudioContext: AudioContext;
  124254. webkitAudioContext: AudioContext;
  124255. PointerEvent: any;
  124256. Math: Math;
  124257. Uint8Array: Uint8ArrayConstructor;
  124258. Float32Array: Float32ArrayConstructor;
  124259. mozURL: typeof URL;
  124260. msURL: typeof URL;
  124261. VRFrameData: any; // WebVR, from specs 1.1
  124262. DracoDecoderModule: any;
  124263. setImmediate(handler: (...args: any[]) => void): number;
  124264. }
  124265. interface HTMLCanvasElement {
  124266. requestPointerLock(): void;
  124267. msRequestPointerLock?(): void;
  124268. mozRequestPointerLock?(): void;
  124269. webkitRequestPointerLock?(): void;
  124270. /** Track wether a record is in progress */
  124271. isRecording: boolean;
  124272. /** Capture Stream method defined by some browsers */
  124273. captureStream(fps?: number): MediaStream;
  124274. }
  124275. interface CanvasRenderingContext2D {
  124276. msImageSmoothingEnabled: boolean;
  124277. }
  124278. interface MouseEvent {
  124279. mozMovementX: number;
  124280. mozMovementY: number;
  124281. webkitMovementX: number;
  124282. webkitMovementY: number;
  124283. msMovementX: number;
  124284. msMovementY: number;
  124285. }
  124286. interface Navigator {
  124287. mozGetVRDevices: (any: any) => any;
  124288. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124289. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124290. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124291. webkitGetGamepads(): Gamepad[];
  124292. msGetGamepads(): Gamepad[];
  124293. webkitGamepads(): Gamepad[];
  124294. }
  124295. interface HTMLVideoElement {
  124296. mozSrcObject: any;
  124297. }
  124298. interface Math {
  124299. fround(x: number): number;
  124300. imul(a: number, b: number): number;
  124301. }
  124302. interface WebGLRenderingContext {
  124303. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124304. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124305. vertexAttribDivisor(index: number, divisor: number): void;
  124306. createVertexArray(): any;
  124307. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124308. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124309. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124310. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124311. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124312. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124313. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124314. // Queries
  124315. createQuery(): WebGLQuery;
  124316. deleteQuery(query: WebGLQuery): void;
  124317. beginQuery(target: number, query: WebGLQuery): void;
  124318. endQuery(target: number): void;
  124319. getQueryParameter(query: WebGLQuery, pname: number): any;
  124320. getQuery(target: number, pname: number): any;
  124321. MAX_SAMPLES: number;
  124322. RGBA8: number;
  124323. READ_FRAMEBUFFER: number;
  124324. DRAW_FRAMEBUFFER: number;
  124325. UNIFORM_BUFFER: number;
  124326. HALF_FLOAT_OES: number;
  124327. RGBA16F: number;
  124328. RGBA32F: number;
  124329. R32F: number;
  124330. RG32F: number;
  124331. RGB32F: number;
  124332. R16F: number;
  124333. RG16F: number;
  124334. RGB16F: number;
  124335. RED: number;
  124336. RG: number;
  124337. R8: number;
  124338. RG8: number;
  124339. UNSIGNED_INT_24_8: number;
  124340. DEPTH24_STENCIL8: number;
  124341. /* Multiple Render Targets */
  124342. drawBuffers(buffers: number[]): void;
  124343. readBuffer(src: number): void;
  124344. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124345. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124346. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124347. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124348. // Occlusion Query
  124349. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124350. ANY_SAMPLES_PASSED: number;
  124351. QUERY_RESULT_AVAILABLE: number;
  124352. QUERY_RESULT: number;
  124353. }
  124354. interface WebGLProgram {
  124355. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124356. }
  124357. interface EXT_disjoint_timer_query {
  124358. QUERY_COUNTER_BITS_EXT: number;
  124359. TIME_ELAPSED_EXT: number;
  124360. TIMESTAMP_EXT: number;
  124361. GPU_DISJOINT_EXT: number;
  124362. QUERY_RESULT_EXT: number;
  124363. QUERY_RESULT_AVAILABLE_EXT: number;
  124364. queryCounterEXT(query: WebGLQuery, target: number): void;
  124365. createQueryEXT(): WebGLQuery;
  124366. beginQueryEXT(target: number, query: WebGLQuery): void;
  124367. endQueryEXT(target: number): void;
  124368. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124369. deleteQueryEXT(query: WebGLQuery): void;
  124370. }
  124371. interface WebGLUniformLocation {
  124372. _currentState: any;
  124373. }
  124374. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124375. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124376. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124377. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124378. interface WebGLRenderingContext {
  124379. readonly RASTERIZER_DISCARD: number;
  124380. readonly DEPTH_COMPONENT24: number;
  124381. readonly TEXTURE_3D: number;
  124382. readonly TEXTURE_2D_ARRAY: number;
  124383. readonly TEXTURE_COMPARE_FUNC: number;
  124384. readonly TEXTURE_COMPARE_MODE: number;
  124385. readonly COMPARE_REF_TO_TEXTURE: number;
  124386. readonly TEXTURE_WRAP_R: number;
  124387. readonly HALF_FLOAT: number;
  124388. readonly RGB8: number;
  124389. readonly RED_INTEGER: number;
  124390. readonly RG_INTEGER: number;
  124391. readonly RGB_INTEGER: number;
  124392. readonly RGBA_INTEGER: number;
  124393. readonly R8_SNORM: number;
  124394. readonly RG8_SNORM: number;
  124395. readonly RGB8_SNORM: number;
  124396. readonly RGBA8_SNORM: number;
  124397. readonly R8I: number;
  124398. readonly RG8I: number;
  124399. readonly RGB8I: number;
  124400. readonly RGBA8I: number;
  124401. readonly R8UI: number;
  124402. readonly RG8UI: number;
  124403. readonly RGB8UI: number;
  124404. readonly RGBA8UI: number;
  124405. readonly R16I: number;
  124406. readonly RG16I: number;
  124407. readonly RGB16I: number;
  124408. readonly RGBA16I: number;
  124409. readonly R16UI: number;
  124410. readonly RG16UI: number;
  124411. readonly RGB16UI: number;
  124412. readonly RGBA16UI: number;
  124413. readonly R32I: number;
  124414. readonly RG32I: number;
  124415. readonly RGB32I: number;
  124416. readonly RGBA32I: number;
  124417. readonly R32UI: number;
  124418. readonly RG32UI: number;
  124419. readonly RGB32UI: number;
  124420. readonly RGBA32UI: number;
  124421. readonly RGB10_A2UI: number;
  124422. readonly R11F_G11F_B10F: number;
  124423. readonly RGB9_E5: number;
  124424. readonly RGB10_A2: number;
  124425. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124426. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124427. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124428. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124429. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124430. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124431. 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;
  124432. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124433. readonly TRANSFORM_FEEDBACK: number;
  124434. readonly INTERLEAVED_ATTRIBS: number;
  124435. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124436. createTransformFeedback(): WebGLTransformFeedback;
  124437. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124438. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124439. beginTransformFeedback(primitiveMode: number): void;
  124440. endTransformFeedback(): void;
  124441. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124442. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124443. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124444. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124445. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124446. }
  124447. interface ImageBitmap {
  124448. readonly width: number;
  124449. readonly height: number;
  124450. close(): void;
  124451. }
  124452. interface WebGLQuery extends WebGLObject {
  124453. }
  124454. declare var WebGLQuery: {
  124455. prototype: WebGLQuery;
  124456. new(): WebGLQuery;
  124457. };
  124458. interface WebGLSampler extends WebGLObject {
  124459. }
  124460. declare var WebGLSampler: {
  124461. prototype: WebGLSampler;
  124462. new(): WebGLSampler;
  124463. };
  124464. interface WebGLSync extends WebGLObject {
  124465. }
  124466. declare var WebGLSync: {
  124467. prototype: WebGLSync;
  124468. new(): WebGLSync;
  124469. };
  124470. interface WebGLTransformFeedback extends WebGLObject {
  124471. }
  124472. declare var WebGLTransformFeedback: {
  124473. prototype: WebGLTransformFeedback;
  124474. new(): WebGLTransformFeedback;
  124475. };
  124476. interface WebGLVertexArrayObject extends WebGLObject {
  124477. }
  124478. declare var WebGLVertexArrayObject: {
  124479. prototype: WebGLVertexArrayObject;
  124480. new(): WebGLVertexArrayObject;
  124481. };
  124482. // Type definitions for WebVR API
  124483. // Project: https://w3c.github.io/webvr/
  124484. // Definitions by: six a <https://github.com/lostfictions>
  124485. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124486. interface VRDisplay extends EventTarget {
  124487. /**
  124488. * Dictionary of capabilities describing the VRDisplay.
  124489. */
  124490. readonly capabilities: VRDisplayCapabilities;
  124491. /**
  124492. * z-depth defining the far plane of the eye view frustum
  124493. * enables mapping of values in the render target depth
  124494. * attachment to scene coordinates. Initially set to 10000.0.
  124495. */
  124496. depthFar: number;
  124497. /**
  124498. * z-depth defining the near plane of the eye view frustum
  124499. * enables mapping of values in the render target depth
  124500. * attachment to scene coordinates. Initially set to 0.01.
  124501. */
  124502. depthNear: number;
  124503. /**
  124504. * An identifier for this distinct VRDisplay. Used as an
  124505. * association point in the Gamepad API.
  124506. */
  124507. readonly displayId: number;
  124508. /**
  124509. * A display name, a user-readable name identifying it.
  124510. */
  124511. readonly displayName: string;
  124512. readonly isConnected: boolean;
  124513. readonly isPresenting: boolean;
  124514. /**
  124515. * If this VRDisplay supports room-scale experiences, the optional
  124516. * stage attribute contains details on the room-scale parameters.
  124517. */
  124518. readonly stageParameters: VRStageParameters | null;
  124519. /**
  124520. * Passing the value returned by `requestAnimationFrame` to
  124521. * `cancelAnimationFrame` will unregister the callback.
  124522. * @param handle Define the hanle of the request to cancel
  124523. */
  124524. cancelAnimationFrame(handle: number): void;
  124525. /**
  124526. * Stops presenting to the VRDisplay.
  124527. * @returns a promise to know when it stopped
  124528. */
  124529. exitPresent(): Promise<void>;
  124530. /**
  124531. * Return the current VREyeParameters for the given eye.
  124532. * @param whichEye Define the eye we want the parameter for
  124533. * @returns the eye parameters
  124534. */
  124535. getEyeParameters(whichEye: string): VREyeParameters;
  124536. /**
  124537. * Populates the passed VRFrameData with the information required to render
  124538. * the current frame.
  124539. * @param frameData Define the data structure to populate
  124540. * @returns true if ok otherwise false
  124541. */
  124542. getFrameData(frameData: VRFrameData): boolean;
  124543. /**
  124544. * Get the layers currently being presented.
  124545. * @returns the list of VR layers
  124546. */
  124547. getLayers(): VRLayer[];
  124548. /**
  124549. * Return a VRPose containing the future predicted pose of the VRDisplay
  124550. * when the current frame will be presented. The value returned will not
  124551. * change until JavaScript has returned control to the browser.
  124552. *
  124553. * The VRPose will contain the position, orientation, velocity,
  124554. * and acceleration of each of these properties.
  124555. * @returns the pose object
  124556. */
  124557. getPose(): VRPose;
  124558. /**
  124559. * Return the current instantaneous pose of the VRDisplay, with no
  124560. * prediction applied.
  124561. * @returns the current instantaneous pose
  124562. */
  124563. getImmediatePose(): VRPose;
  124564. /**
  124565. * The callback passed to `requestAnimationFrame` will be called
  124566. * any time a new frame should be rendered. When the VRDisplay is
  124567. * presenting the callback will be called at the native refresh
  124568. * rate of the HMD. When not presenting this function acts
  124569. * identically to how window.requestAnimationFrame acts. Content should
  124570. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124571. * asynchronously from other displays and at differing refresh rates.
  124572. * @param callback Define the eaction to run next frame
  124573. * @returns the request handle it
  124574. */
  124575. requestAnimationFrame(callback: FrameRequestCallback): number;
  124576. /**
  124577. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124578. * Repeat calls while already presenting will update the VRLayers being displayed.
  124579. * @param layers Define the list of layer to present
  124580. * @returns a promise to know when the request has been fulfilled
  124581. */
  124582. requestPresent(layers: VRLayer[]): Promise<void>;
  124583. /**
  124584. * Reset the pose for this display, treating its current position and
  124585. * orientation as the "origin/zero" values. VRPose.position,
  124586. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124587. * updated when calling resetPose(). This should be called in only
  124588. * sitting-space experiences.
  124589. */
  124590. resetPose(): void;
  124591. /**
  124592. * The VRLayer provided to the VRDisplay will be captured and presented
  124593. * in the HMD. Calling this function has the same effect on the source
  124594. * canvas as any other operation that uses its source image, and canvases
  124595. * created without preserveDrawingBuffer set to true will be cleared.
  124596. * @param pose Define the pose to submit
  124597. */
  124598. submitFrame(pose?: VRPose): void;
  124599. }
  124600. declare var VRDisplay: {
  124601. prototype: VRDisplay;
  124602. new(): VRDisplay;
  124603. };
  124604. interface VRLayer {
  124605. leftBounds?: number[] | Float32Array | null;
  124606. rightBounds?: number[] | Float32Array | null;
  124607. source?: HTMLCanvasElement | null;
  124608. }
  124609. interface VRDisplayCapabilities {
  124610. readonly canPresent: boolean;
  124611. readonly hasExternalDisplay: boolean;
  124612. readonly hasOrientation: boolean;
  124613. readonly hasPosition: boolean;
  124614. readonly maxLayers: number;
  124615. }
  124616. interface VREyeParameters {
  124617. /** @deprecated */
  124618. readonly fieldOfView: VRFieldOfView;
  124619. readonly offset: Float32Array;
  124620. readonly renderHeight: number;
  124621. readonly renderWidth: number;
  124622. }
  124623. interface VRFieldOfView {
  124624. readonly downDegrees: number;
  124625. readonly leftDegrees: number;
  124626. readonly rightDegrees: number;
  124627. readonly upDegrees: number;
  124628. }
  124629. interface VRFrameData {
  124630. readonly leftProjectionMatrix: Float32Array;
  124631. readonly leftViewMatrix: Float32Array;
  124632. readonly pose: VRPose;
  124633. readonly rightProjectionMatrix: Float32Array;
  124634. readonly rightViewMatrix: Float32Array;
  124635. readonly timestamp: number;
  124636. }
  124637. interface VRPose {
  124638. readonly angularAcceleration: Float32Array | null;
  124639. readonly angularVelocity: Float32Array | null;
  124640. readonly linearAcceleration: Float32Array | null;
  124641. readonly linearVelocity: Float32Array | null;
  124642. readonly orientation: Float32Array | null;
  124643. readonly position: Float32Array | null;
  124644. readonly timestamp: number;
  124645. }
  124646. interface VRStageParameters {
  124647. sittingToStandingTransform?: Float32Array;
  124648. sizeX?: number;
  124649. sizeY?: number;
  124650. }
  124651. interface Navigator {
  124652. getVRDisplays(): Promise<VRDisplay[]>;
  124653. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124654. }
  124655. interface Window {
  124656. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124657. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124658. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124659. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124660. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124661. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124662. }
  124663. interface Gamepad {
  124664. readonly displayId: number;
  124665. }
  124666. type XRSessionMode =
  124667. | "inline"
  124668. | "immersive-vr"
  124669. | "immersive-ar";
  124670. type XRReferenceSpaceType =
  124671. | "viewer"
  124672. | "local"
  124673. | "local-floor"
  124674. | "bounded-floor"
  124675. | "unbounded";
  124676. type XREnvironmentBlendMode =
  124677. | "opaque"
  124678. | "additive"
  124679. | "alpha-blend";
  124680. type XRVisibilityState =
  124681. | "visible"
  124682. | "visible-blurred"
  124683. | "hidden";
  124684. type XRHandedness =
  124685. | "none"
  124686. | "left"
  124687. | "right";
  124688. type XRTargetRayMode =
  124689. | "gaze"
  124690. | "tracked-pointer"
  124691. | "screen";
  124692. type XREye =
  124693. | "none"
  124694. | "left"
  124695. | "right";
  124696. interface XRSpace extends EventTarget {
  124697. }
  124698. interface XRRenderState {
  124699. depthNear?: number;
  124700. depthFar?: number;
  124701. inlineVerticalFieldOfView?: number;
  124702. baseLayer?: XRWebGLLayer;
  124703. }
  124704. interface XRInputSource {
  124705. handedness: XRHandedness;
  124706. targetRayMode: XRTargetRayMode;
  124707. targetRaySpace: XRSpace;
  124708. gripSpace: XRSpace | undefined;
  124709. gamepad: Gamepad | undefined;
  124710. profiles: Array<string>;
  124711. }
  124712. interface XRSession {
  124713. addEventListener: Function;
  124714. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  124715. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  124716. requestAnimationFrame: Function;
  124717. end(): Promise<void>;
  124718. renderState: XRRenderState;
  124719. inputSources: Array<XRInputSource>;
  124720. }
  124721. interface XRReferenceSpace extends XRSpace {
  124722. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  124723. onreset: any;
  124724. }
  124725. interface XRFrame {
  124726. session: XRSession;
  124727. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  124728. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  124729. }
  124730. interface XRViewerPose extends XRPose {
  124731. views: Array<XRView>;
  124732. }
  124733. interface XRPose {
  124734. transform: XRRigidTransform;
  124735. emulatedPosition: boolean;
  124736. }
  124737. declare var XRWebGLLayer: {
  124738. prototype: XRWebGLLayer;
  124739. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  124740. };
  124741. interface XRWebGLLayer {
  124742. framebuffer: WebGLFramebuffer;
  124743. framebufferWidth: number;
  124744. framebufferHeight: number;
  124745. getViewport: Function;
  124746. }
  124747. interface XRRigidTransform {
  124748. position: DOMPointReadOnly;
  124749. orientation: DOMPointReadOnly;
  124750. matrix: Float32Array;
  124751. inverse: XRRigidTransform;
  124752. }
  124753. interface XRView {
  124754. eye: XREye;
  124755. projectionMatrix: Float32Array;
  124756. transform: XRRigidTransform;
  124757. }
  124758. interface XRInputSourceChangeEvent {
  124759. session: XRSession;
  124760. removed: Array<XRInputSource>;
  124761. added: Array<XRInputSource>;
  124762. }